Below are a list of the Magic Perks you may choose from. These will grant your Character additional abilities they may use which are explicitly Magical in nature.
Many of these Perks are intended to be used by Characters with the Magic Role, utilizing their Magic Die feature. If a Perk makes reference to a Magic Die and a Character does not have one to roll, they must roll a d4 instead.
As a guide to Players, the Combat Perks are separated into three subcategories: General Magic Perks, Spellcasting Perks, Psychic Perks
General Magic Perks
General Magic Perks include a range of Perks which are Magical in nature but do not specifically interact with Spellcasting, nor are they considered Psychic in their flavour. They include common fantasies relating to Magic, such as the ability to summon a Familiar, utilize a Spellbook or make a magical bond with a Weapon.
Familiar
- You are Bonded to a tiny magical creature called a Familiar. Your Familiar can represent an extension of yourself (i.e. a part of your soul), or it may be an entirely separate magical creature which you have befriended.
- You Familiar is obedient to you and shares your Turn during a Conflict. You may take your respective Movement and Actions in any order you wish.
- As a Minor Action, you can Command the Familiar to use any Action, with the exception of the Attack or Use an Object Actions.
- If you do not provide it with an Action it automatically takes the Dodge Action and moves to a position of your choice.
- The Familiar takes on the form of a Tiny sized Beast, with an appearance of your choosing and the following Stats:
Familiar Stat Block
STR | DEX | END | FOC | CHA | INT | LUCK | SKILL | SPEED | ||
-4 | +2 | 0 | +2 | -2 | -2 | Yours | Yours | 6 |
Damage Limit | 2 x Your Character Level |
Damage Reduction | 0 |
Wounds | 1 |
Armor Class | 10 (8 + Dexterity Bonus) |
Physical Defense | 2 + Your Skill Bonus |
Mental Defense | 2 + Your Skill Bonus |
Creature Type | Beast |
Size Category | Tiny |
Languages | Understands and can Read Languages you can Understand and Read. It cannot Speak. |
- Additionally, your Familiar has Familiar Perks.
- Pick any two of the following Familiar Perks. These represent the natural abilities your Familiar has, relating to the form of Beast it takes. You may change the Perks chosen when you Level Up.
- It also gains the Telepathic Link and Dormant Form Perks.
Familiar Perks
Flying
- Grants a Fly Speed equal to twice their Speed Bonus.
Climbing
- Grants a Climb Speed equal to their Speed Bonus. Additionally they may move across vertical walls and upside down on ceilings without falling.
Swimming
- Grants a Swim Speed equal to twice their Speed Bonus and the ability to breathe underwater.
Trained
- They may add your Skill Bonus to any Focus or Dexterity Skill Check they make.
Stealthy
- They have Advantage on Checks to Hide and Remain Unseen and Unheard
Blindsight
- They gain Blindsight with a Range of 2 Spaces. They can See any Obscured Objects or Characters within this Range which are not behind Total Cover.
Nightsight
- They gain Darkvision with a Range of 12 Spaces.
Nimble
- Their Movement does not provoke Attacks of Opportunity.
Dormant Form
- Your Familiar has two Forms: it’s True From and it’s Dormant Form.
- As a Minor Action, you may Command the Familiar within the Range of your Telepathic Link to Transform from it’s True Form to it’s Dormant Form, or vice versa.
- The Dormant Form of a Familiar is a Tiny Object of your choosing such as a small trinket, an item of clothing or a Spellbook which may be used as part of the Spellbook Perk.
- You may change the appearance of this Dormant Form whenever you Level up.
- It is regarded as an Uncommon Magical Object for the purposes of being Damaged (AC: 15, Damage Limit: 15, Damage Reduction: 15)
- If it’s Dormant Form is Damaged or Destroyed, you may perform a ten minute Ritual to restore it, which you may perform as part of a Short Rest.
- While in it’s Dormant Form, the Familiar is unaware of it’s surroundings and cannot move or otherwise take actions.
- If the Character the Familiar is Bonded to dies, the Familiar reverts to this Dormant Form.
- If the Familiar loses all of it’s Wounds, it reverts to it’s Dormant Form, and must remain in it’s Dormant Form for 8 hours before it can be Commanded to take on it’s Beast Form again.
Telepathic Link
- You are able to communicate with your Familiar using a Telepathic Link. The Range of this Telepathic Link is 24 Spaces.
- You Familiar is able to communicate Simple ideas with you through this Link, such as what it can See or the presence of an obvious threat.
- As an Action, you can Teleport a Familiar within the Range of your Telepathic Link to your hand or a position within 1 Space of you.
- While your Familiar is within the range of your Telepathic link, you may use a Minor Action to see through it’s eyes. You benefit from any special senses it has, such as Darkvision or Blindsight while looking through it’s eyes, and cannot use your own senses while you maintain this benefit. You may end this effect as a Minor Action.
- While your Familiar is within the range of your Telepathic link, you can choose to have any Spell you Cast whose Range is Touch to instead originate from your Familiar.
Improved Familiar (Prerequisite: Familiar Perk)
- Your Familiar’s Intelligence and Charisma Bonuses become equal to yours.
- Additionally it can Speak, Read and Understand any Languages you are able to. It can understand complex instructions, however it may not be used to assist you in Skill Checks which use Charisma or Intelligence.
- When Commanded to do so, your Familiar may use the Misty Step Spell. It does not need to expend Mana, vocalize the Spell or use a Spell Focus to Cast this Spell.
- When Damage or another effect would cause the Familiar to exceed it’s Damage Limit, and it is within the range of your Telepathic link, you may as a Reaction recall it to your side. When you do so it immediately reverts to it’s Dormant Form, takes no Damage from the triggering effect, and appears in a Position within 1 Space of you.
Weapon Bond (3)
- Choose one Weapon in your possession to create a magical bond with.
- This Bond represents one of your Attunement Slots for the purposes of how many Magical Objects you may be Bonded to at any one time, unless the Object is a Magical Object which already requires an Attunement Slot.
- You are Skilled with this Weapon while you are Bonded with it if you were not already Skilled with it.
- You may use your Highest Mental Ability Bonus for the Attack and Damage Bonuses of Attacks you make with a Weapon you are Bonded to.
- You may use a Bonded Weapon as a Spell Focus.
- While you are within 24 Spaces of your Weapon, you may use a Minor Action Teleport it directly into your hand.
- Additionally, if the Weapon has the Thrown Property, you may choose for it to return to your hand immediately after the effects of any Ranged Weapon Attack with it have occurred.
- You may change the Weapon you are Bonded with when you complete a Long Rest.
- You may take this Perk upto three times. Each time you take it you may form a Bond with an additional Weapon.
Spellbook
- You gain a Spellbook, within which you can transcribe Ritual Spells. It can take the appearance of any Tiny Object of your choice, provided it is feasibly capable of storing information.
- For example in Traditional Fantasy Settings it might take the form of a large tome, in a Modern Fantasy setting it might take the form of a voice recorder or smartphone etc. For the purposes of this Perk it is referred to as a Spellbook however.
- When you gain this Perk, the Spellbook contains two Ritual Spells of your choice. They may be from any Tradition of Magic, and the Level of these Spells must not exceed half your Character Level (Rounded Up) and they must be capable of being Cast as a Ritual.
- You can Cast any Ritual Spell transcribed in your Spellbook as a Ritual, without the need to have learned it.
- You may Transcribe additional Ritual Spells you find in your Spellbook.
- You may use any writing implements to transcribe additional Ritual Spells into the Spellbook.
- To Transcribe a Ritual Spell it’s Level must exceed half your Character’s Level (Rounded Up).
- Additionally you must either already have Learned the Spell or you must have a written copy of the Ritual Spell (e.g. in the form of a Spell Scroll or have found it written in another Spellbook), written in a language you can understand. Alternatively a Character who has Learned the Spell may assist you in Transcribing it.
- Transcribing a Ritual Spell requires 2 Hours of study and writing per the Spell’s Level.
- For example, a 2nd Level Spell would require 4 hours of to study and Transcribe it..
- If a Spellcaster assists in the Transcribing of a Ritual Spell, the time they spend assisting you counts towards the total time required to Transcribe it.
- For example, if another Character assists you in Transcribing a 2nd level Spell, then the Spell will be Transcribed after a total of just 2 hours rather than 4 if both yourself and the other Character work on this for the entire period of Study. You may only benefit from the assistance of one Character at a time in this way.
- A Spellbook is an Uncommon Magical Object with a Vulnerability to Fire for the purposes of being Damaged (AC: 15, Damage Limit: 15, Damage Reduction: 15)
- In the event that the Spellbook is Damaged or Destroyed, you may perform a ten minute Ritual to restore it, which you may perform as part of a Short Rest. Any Spells which were within the Spellbook are lost however and must be retranscribed.
- Transcribing a Spell which you had previously already Transcribed requires only 1 hour per the Level of the Spell. You do not require a copy of a Spell to retranscribe it, and you cannot benefit from the assistance of another Character (you are Transcribing the Spell from memory).
Psychic Perks
These Perks grant your Character abilities commonly associated with fantastical psychic abilities.
If you gain a Perk which requires you expend Will as part of it’s use, you will gain 2 Will Points. Your Total number of Will Points may only be increased through the features granted by Roles which use Will.
If a Psychic Perk requires a Defense or Attack Roll, your Ability Bonus for the effect is equal to your highest Mental Ability Bonus.
Psychic Gift
- You learn one 1st Level Spell. The chosen Spell must have the Dimensional, Glamour, Illusion or Sensory Type.
- You may Cast any Dimensional, Glamour, Illusion or Sensory Spell by expending Will Points instead of Mana Points. When you do so, the Spell does not require you Vocalize the Spell or use a Spell Focus.
- See the Spellcasting Page for rules on Spellcasting.
- Use your Highest Mental Ability Bonus for the Spellcasting Bonus of Spells learned through this Perk.
- If you do not already have Will Points, you gain 2 Will Points. Gaining this Perk does not grant you Mana Points.
Telekinesis
- As an Action, or in place of an Unarmed Strike you could make, you can move a Character (including potentially yourself), or an Object which is not being worn or carried, using Telekinesis.
- You may move the Target in any direction you wish. If the Character is airborne after this movement, it immediately begins to fall.
- The maximum distance an Object or Character is moved by this feature depends upon their Size Category:
- Tiny: 6 Spaces, Small: 3 Spaces, Medium: 2 Spaces, Large: 1 Space. You cannot move Objects or Characters which are Huge sized or larger, or which weigh more than 1000lbs.
- You are able to Target Characters and Objects within a Range of 12 Spaces which you can see with this effect. You cannot move a Character or Object beyond this range.
- A Character who does not wish to be moved can prevent this movement by making a Physical Defense Roll against this effect’s Save DC, which is given by:
- Telekinesis Save DC: 8 + Skill Bonus + your Highest Mental Ability Bonus (Intelligence, Focus or Charisma).
Telepathy
- You are able to communicate Telepathically with Characters you can See within 12 Spaces of you using a Language you know. They may respond Telepathically to you in a Language they also know.
- You have Advantage on Checks to determine a Character’s emotional state and whether they are being truthful.
Spellcasting Perks
Many of these Perks will grant you the ability to Cast Spells, or otherwise will interact with Spellcasting. The rules for Casting Spells are covered on the Spellcasting Page.
When you gain the ability to Cast a Spell, you will become able to use Wands and Staffs as a Spell Focus. These are required for the Casting of most Spells.
If you gain a Spell which requires you expend Mana as part of it’s Casting, you will gain 2 Mana Points. Your Total number of Mana Points may only be increased through the features granted by Spellcasting Roles.
Any Spell learned through a Perk may, unless otherwise stated, be Cast using any Mental Ability Bonus of your choice for it’s Spellcasting Ability Bonus. This is assumed to be your highest Mental Ability Bonus.
Inherent Magic
- You do not require a Spell Focus when Casting a Spell. When a Spell Focus is required, you may use a free hand instead.
- You must be able to move the hand freely when you use it to Cast a Spell (i.e. a manacled or held hand cannot be used to Cast a Spell).
- When you Cast a Spell, you may attempt to do so furtively. Make a Dexterity with Trickery Skill Check against any onlookers Notice DC.
- A GM may at their discretion give yourself Advantage or Disadvantage on this Check, depending upon how visible or audible you are, as well as how closely you are being watched. They may also rule that you cannot furtively Cast certain Spells (for example a Fire Bolt would have a clear point of origin).
- Any Characters you Succeed against will not see you Cast the Spell.
Metamagic (Prerequisite: You must be able to Cast at least one Spell)
- You may expend your Stamina to alter the way a Spell manifests.
- Choose one Metamagic from the below list of Metamagic Options.
- To use Metamagic, you must expend Stamina. The number of Stamina Points you must expend is described by each Metamagic Option.
- You can only use one Metamagic option on a Spell when you Cast it, unless otherwise noted by the Metamagic Option chosen.
- Unless otherwise stated, you must declare that you are using the Metamagic before you Cast the Spell.
- If you do not already have Stamina Points you gain two Stamina points.
- You may choose this Perk upto ten times, choosing a different Metamagic Option each time.
Careful Spell
- When you cast a Spell which would directly cause one or more Characters to make a Defense Roll, you can protect some of those Characters from the effects of the Spell.
- Spend one Stamina Point for each Character which you Protect from the Spell (including potentially yourself). Characters protected from the Spell automatically Succeed on any Defense Rolls they make against that Spell’s effects.
- If the Spell would have caused a Protected Character to take half of an effect’s Damage on a Successful Check, they instead take no Damage from the Spell.
Distant Spell
- When you cast a Spell with a Range other than Self, you can spend one Stamina Point to double the Range of the Spell.
- If the Spell’s Range is Touch, the Spell’s Range becomes 6 Spaces. Additionally if the Spell required a Melee Spell Attack, it now requires a Ranged Spell Attack.
- If a Spell benefiting from this Metamagic requires a Ranged Attack Spell, the Spell ignores the effects of all Cover (other than Total Cover).
Enlarge/Reduce Spell
- When you Cast a Spell which effects an Area defined by a Cone, a Sphere, Cube or Cylinder, you may spend one Stamina Point to either increase or decrease the size of the dimensions which define the area or effect by 1 Space.
- For example, a 3 Space Cone would become either a 4 or 2 Space Cone.
- A 4 Space Radius Sphere would become either a 5 or 3 Space Radius Sphere.
- A 3 Space Cube would become either a 4 or 2 Space Cube.
- A 3 Space Square would become either a 5 or 2 Space Square
- A 2 Space Radius, 4 Spaces High Cylinder would become either 3 Space Radius, 5 High, or 1 Space Radius and 3 Spaces High.
- You may also spend one Stamina Point to increase the Length of a Line Spell by a Distance equal to half it’s current Length, or reduce it to half it’s Length.
- For Example, an Enlarged 20 Space long Line Spell would become a 30 Space long Line Spell, while if it was Reduced it’s Length would become 10 Spaces. The width of such Spells is unaffected by this Metamagic.
Empowered Spell
- When you Roll Dice for the Damage caused by a Spell, you can Spend one Stamina Point to reroll any number of the Dice rolled. You must use the new rolls.
- You can use Empowered Spell even if you have already used a different Stamina option during the casting of the Spell.
- You may use this Metamagic after seeing the Results of any Dice rolled.
Explosive Spell
- When you Damage a Target with a Spell which required an Attack Roll, you may spend one Stamina Point to cause the Attack to explode outwards from the Spell’s Target.
- The Target, and all other Targets within 1 Space of them whose AC the Attack’s Result would have also met or exceeded, each take Additional Damage of the same Damage Type caused by the Spell equal to one Roll of your Magic Die.
Extended Spell
- When you cast a Spell that has a duration of 1 minute or longer, you can spend one Stamina Point to increase the time scale it lasts by one Time Increment, to a maximum duration of 24 hours.
- Available Time Scales for Spells include 1 minute, 10 minutes, 1 hour, 8 hours and 24 hours.
Heightened Spell
- When you cast a Spell that causes Characters to make a Defense Roll, you can spend Stamina Points to increase the Save DC of the Spell by one roll of your Magic Die for Characters of your choice.
- Spend one Stamina Point for each Character affected by this Metamagic.
Precision Spell
- If you make an Attack Roll for a Spell and Miss, you can spend one Stamina Point to add a Bonus to the Attack Roll’s Result equal to one Roll of your Magic Die.
- You can use Precision Spell even if you have already used a different Stamina option during the Casting of the Spell.
Quickened Spell
- When you Cast a Spell that has a Casting Time of an Action, you can spend two Stamina Points to change the Casting time to a Minor Action for this Casting.
- You may not Cast more than one levelled Spell per Turn unless a feature, such as the Fast Caster Perk, specifies otherwise.
Subtle Spell
- When you Cast a Spell, you can spend one Stamina Point to Cast it without any Vocalizations or the need to use a Spell Focus.
- If the Spell requires a Material Component with a Cost you must still provide this as part of the Casting of this Spell
- Additionally, if the Spell would normally create sound, such as the thunderous boom of the Thunderwave Spell or the loud knock of the Knock Spell, this Casting of the Spell makes no such noise.
Twinned Spell
- When you Cast a Lesser Spell which only Targets one Character and doesn’t have a Range of Self, you can spend Stamina Points equal to one plus the Spell’s Level to Target a Second Character within the Range of the same Spell.
- If the Spell is a Cantrip, you spend only one Stamina Point to cause this effect.
- The Spell must be incapable of Targeting more than one Character at the Level which the Spell is Cast. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Transform Spell
- When you Cast a Spell that deals Damage, you can spend one Stamina Point to change the Damage Type caused by the Spell for another Damage Type.
- You may only change Damage to a Type within the Damage Type Grouping it belongs to (Physical, Elemental or Supernatural).
- For Example, a Spell which deals Piercing Damage could be Transformed to deal Bludgeoning Damage, a Spell which deals Fire Damage could be Transformed to deal Cold Damage, and a Spell which Deals Radiant Damage could be Transformed to Deal Necrotic Damage
Damage Group | Damage Types |
Physical | Bludgeoning, Piercing or Slashing |
Elemental | Acid, Cold, Fire, Lightning, Thunder or Poison |
Supernatural | Force, Necrotic, Psychic or Radiant |
Upcast Spell
- When you Cast a Spell, you may Spend one Stamina Point to increase the Level at which the Spell is Cast by one Spell Level.
Vicious Spell
- When you Cast a Spell which deals Damage on a Failed Saving Throw, but no Damage on a Successful Defense Roll, you may spend two Stamina Points to cause the Spell to Deal Half Damage if a Target Succeeds on it’s Defense Roll.
- You may choose to use this Metamagic after a Target has successfully succeeded on their Defense Roll.
Cantrip Student (8)
- Choose a Type of Magic (Alteration, Dark, Dimensional, Elemental, Glamour, Illusory, Light or Sensory). You learn any two Cantrips of that Type.
- You may change the Type of Magic and Spells chosen with this Perk when you Level Up.
- You may choose this Perk up to eight times, choosing a different Type of Magic each time.
Combat Caster (4)
Accurate Caster
- You no longer suffer the following penalties when making Ranged Spell Attacks:
- Being Threatened no longer causes your Ranged Spell Attacks to have Disadvantage
- You ignore the effects of all Cover (other than Total Cover) when making Ranged Spell Attacks.
- You do not have Disadvantage when making Ranged Spell Attacks against Targets at Long Range.
Fast Caster
- You are able to Cast up to two Levelled Spells in a single Turn, provided you have the Actions with which to do so.
- Neither Spell must be Cast at 3rd Level or higher.
Focused Caster
- You have Advantage on Checks to maintain your Concentration on Spells.
Reactive Caster
- When a Character provokes an Attack of Opportunity from you, you may as a Reaction Cast a Spell.
- The Spell Cast must require an Action or a Minor Action to Cast, and it must Target that Character only.
Light Magic Specialism
- You gain one Light Cantrip of your Choice.
- Radiant Damage you cause burns with blinding brilliance. When you Damage a Character using the Radiant Damage Type, they cannot take Reactions until the Start of their Next Turn.
Dark Magic Specialism
- You gain one Dark Cantrip of your Choice.
- You are able to siphon a small portion of energy from others. When you Damage a Character using the Necrotic Damage Type, you gain Temporary Hit Points equal to your Skill Bonus.
Dimensional Magic Specialism
- You gain one Dimensional Cantrip of your Choice.
- You learn the Mage Armor Spell and may Cast it without expending Mana.
Elemental Magic Specialism (6)
- You gain one Elemental Cantrip of your Choice.
- Additionally, choose one of the following Elemental Damage types: Acid, Cold, Fire, Lightning, Poison or Thunder.
- When you roll the minimum value possible on a Damage Die used to deal the form of Damage chosen, you may treat it as having rolled it’s maximum value instead.
- Additionally you may treat any Weak Hit with a Spell Attack that causes this Damage Type as a Normal Hit.
- You may select this Perk up to 6 times, choosing a different Damage type each time.
Glamour Magic Specialism
- You gain one Glamour Cantrip of your Choice.
- When you Cast a Glamour Spell which Targets a single Character, you may choose to Target one additional Character within the Spell’s range with that Spell.
Illusory Magic Specialism
- You gain one Illusion Cantrip of your Choice.
- Characters have Disadvantage on Checks to discern whether your Illusions are real or not.
Sensory Magic Specialism
- You gain one Sensory Cantrip of your Choice.
- You learn the Detect Magic Spell and you may Cast it without expending Mana.
Magic Student (8)
- Choose a Type of Magic (Alteration, Dark, Dimensional, Elemental, Glamour, Illusory, Light or Sensory). You learn one 1st Level Spell and one 2nd Level Spell of that Type.
- You may change the Type of Magic and Spells chosen with this Perk when you Level Up.
- You may choose this Perk up to eight times, choosing a different Type of Magic each time.