Magic Feats
Magic feats grant magical powers or magical items or adjust how they work. The following are considered magic feats: Animal Companion, Blood Hex, Channeling, Damnation, Familiar, Item Creation, and Metamagic.
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Feat
Type, Magic
Cost: 4 XP/tier
Prerequisites: -
Upgrade/Downgrade: +X tiers
The chosen power
Special: asdfasdfsadd
Aura Power
Backlash (-1)
Barrage
Collateral Damage
Combat Power (+2)
Conductive
Deadly
Disintegration (+1)
Exploration Power
Explosive
Extraplanar
Extra Targets
Fast Cast
Flammable
Flank Shot
Implosive
Improved Familiar [General]
Prerequisites: Familiar, character level 7th
Benefit: You may select an improved familiar with a CR no higher than your character level �“3. The familiar cannot cast spells above 2nd level and any spell-like abilities it possesses are usable once per day.
Power Burst
Power Word
Shared Cast (+1): Targets any number of valid creatures within a 5-ft radius area (1 space), total weight ≤ 1,000 lbs. If crowded, the caster has total concealment for line of sight. Each additional application doubles the radius and �—10s the weight limit (10 ft/5 tons, 20 ft/50 tons, 40 ft/500 tons, etc.).
Staggering Power (+1)
- Nauseating Power (+2)
-- Dazing Power (+3)
--- Stunning Power (+4)
---- Paralyzing Power (+5)
Persistent Power (+2) Only affects creatures with Hit Dice and objects with Caster level equal to or less than your caster level. Creatures exceeding this limit are unaffected by this effect, but still affected by the power normally.
BACKLASH (-1)
This downgrade can only be applied to a power with a duration of "instant" or "instantaneous" and that incorporates an attack roll or allows a target a saving throw to resist. The caster loses 1 HP per tier to cast the power. This increases to 1d4 per tier if a target passes their save or if any of the attacks that are part of the power miss. This increases to 1d6 per tier if the missed attack is a result of a natural 1 or if the successful save is the result of a natural 20. Note this damage is dealt as a result of casting, so it doesn't interfere with concentration of the effect being cast, but may interfere with concentration of other effects.
BARRAGE (+2-3)
This upgrade can only be applied to a power that fires multiple missiles, rays, or similar ranged attacks. The effect fires double the normal number of missiles for +2 or triple for +3.
COLD IRON (+1)
When this is applied to a transmutation power, any damage taken from it counts as cold iron for the purposes of damage resistances and vulnerabilities. It can be applied to a non-transmutation power, but only if a piece of cold iron is a focus used or cold iron dust is a material component used.
COLLATERAL DAMAGE (+1)
This upgrade can only be applied to an attack power that deals damage to an area and affects objects. Collateral damage powers double their normal area but only for the purposes of damaging objects and creating difficult terrain.
CONDUCTIVE (+1)
When this upgrade is applied to any power that creates materials or substances, those substances are highly conductive. Any electricity damage dealt to the substance causes it to fill with electrical energy for the duration of the effect (max 10 minutes). Any creature covered in the substance or starting its turn or moving through in terrain covered by the substance during this time takes electricity damage equal to 1d6 + effect's tier. A Fortitude saving throw against the effect's DC halves this damage.
DAYLIGHT (+1)
When you apply this upgrade to a power with the light type, the light it generates is treated as true daylight dealing damage and hindrances to creatures harmed by daylight as if it were daylight. It does not instantly kill creatures that are normally instantly killed by daylight but instead deals damage to them equal to 2d6 per tier of the power. The damage type is usually fire, but bypasses normal fire resistances and immunities for creatures that are normally harmed by daylight.
DEADLY (+1)
This upgrade can only be applied to a power that deals hit point damage or kills a target. It becomes a death effect.
EXPLORATION (+1)
This upgrade can be applied to any power that lasts at least 1 minute. You increase the duration by x12. However, as soon as you roll initiative for a combat scene, chase scene, or other action scene to begin, the remaining duration of this effect is reduced to 1d4+1 rounds, or whatever duration was already left, whichever is less.
EXPLOSIVE (+2)
This upgrade can be applied to any power that targets an area. If an explosive power’s attack roll hits a target’s Parry DC, they are knocked prone and pushed 1 space per 5 points the attack beat their DC. Affected targets are shoved away from epicenter if it is a burst, cone, emanation, or line or away from the center of the area if it is any other area shape. If the effect had no attack roll, they are instead affected if they fail their saving throw, moving 1 additional space per 5 points they failed to meet the DC.
EXTRA TARGETS (+2-3)
When this upgrade is applied to a power that targets a limited number of creatures, items, and/or objects, it affects twice the normal number of targets for +2 or triple for +3.
EXTRAPLANAR ALLY (+2)
When this upgrade is applied to a summoning power that conjures a creature, it extends the casting time to 10 minutes or twice as long, whichever is longer and costing material components as a common ritual. The summoned creature(s) remains for as long as you desire so long as you cast this ritual every day instead of the normal duration. If they are banished, killed, or otherwise returned to their realm early, you are not refunded this cost. You can have only one extraplanar ally at a time. Attempting another ritual ends the old one but does not refund the cost.
FLAMMABLE (+1)
When this upgrade is applied to any power that creates materials or substances, those substances are highly flammable. Any fire damage dealt to the substance causes it to catch fire for the duration of the effect (max 10 minutes). Any creature covered in the substance or starting its turn or moving through in terrain covered by the substance while it's on fire takes fire damage equal to 1d6 + effect's tier. A Reflex saving throw against the effect's DC halves this damage.
FLANK SHOT (+1)
When this upgrade is applied to any power where you make a ranged weapon attack as part of the effect and both you and an ally are within Medium range of the target but not within Close range of each other, you treat the target as flanked by this attack.
IMPLOSIVE (+2)
This upgrade can be applied to any power that targets an area. If an implosive power’s attack roll hits a target’s Parry DC, they are knocked prone and pulled 1 space per 5 points the attack beat their DC. Affected targets are shoved towards the creator if it is a burst, cone, emanation, or line or towards the center of the area if it is any other area shape. If the effect had no attack roll, they are instead affected if they fail their saving throw, moving 1 additional space per 5 points they failed to meet the DC.
INNATE (+1)
When this upgrade allows you to create the effect without Somatic components or without Verbal components. Applying it a second time allows you do so without either.
POWER BURST (+1)
When this upgrade is applied to a power that targets an area, it changes its area to an emanation of 5 feet per 2 tiers (minimum 5 feet).
POWER WORD (+1)
When this upgrade is applied to a power that allows a saving throw to resist, it changes all saving throws to resist to Will and gains the curse and mental (mind-affecting) types. Any target with less hit dice than the total tier of the effect or less hit points than 10 times the total tier of the effect, automatically fails their save against the effect as if by natural 1.
PROTECTIVE SHOVE (+1)
When this upgrade is applied to a power that forcibly moves a target, it allows you to shift your target safely without knocking them prone or damaging them and grants them the benefit of the Assist action as if you'd attempted to defend them from an attack. If the target uses a reaction to lean into the shove, they can double this distance or increase the assist bonus by 2 (their choice). This counts as using the Assist action for the purposes of feats that alter how that action works.
MANEUVER POWER (+2)
Choose one combat maneuver: blind, deafen, disarm, grapple, hamstring, shove, sunder, and trip. When this upgrade is applied to attack power, hit targets and targets that fail their saving throw are also affected by this chosen combat maneuver.
- If you shove a target with a ranged attack, you cannot choose to move with them as a result.
- If you grapple a target with a ranged attack, you cannot sustain the grapple with a +5 bonus. Instead, the ammunition you fired sustains the grapple with a -5 penalty every round after the first which requires no action on your part. They can escape the grapple by destroying the ammunition or escaping normally.
SHAPE POWER (+1)
When this is applied to a power that affects an area the caster can designate a number of spaces spaces of their choice within the effect’s area to be unaffected by the power's effects. If the effect has an ongoing duration, you can change the exempted spaces from round to round as part of sustaining it. This does not allow you to increase the size of the area, just the shape within its original size. The maximum number of exempted spaces you can select is up to half the effects total area.
SHATTER DEFENSES (+1)
When this is applied to a power that targets a limited number of creatures, all demoralized (shaken, frightened, or panicked) targets are treated as off-guard (flat-footed) against the attacks.
SILENT (+1)
When this is applied to a power that normally requires a verbal component, that effect no longer requires a verbal component to be activated or sustained. If a Silent effect has only a single target, it also makes no sound. you do not suffer the normal penalty to Stealth for making an attack with a Silent effect so long as:
- you are hidden
- the attack kills or knocks the target
- the weapon used was a light or finesse weapon, bow, crossbow, blowgun, or similar weapon that makes little to no noise (unlike firearms, reach weapons, siege weapons, and heavy weapons which always create noise)
SILVERED (+1)
When this is applied to a transmutation power, any damage taken from it counts as silver for the purposes of damage resistances and vulnerabilities. It can be applied to a non-transmutation power, but only if a piece of silver is a focus used or silver dust is a material component used.
SLIPPERY (+1)
When this is applied to a power that that targets an area and creates difficult terrain, it becomes a slippery effect. Creatures that enter a slippery effect area or attempt a Move action while in it must make a Dexterity resistance roll (Reflex saving throw) against the effect's difficulty or fall prone as if by a trip maneuver suffering a critical hit on a critical failure and a regular hit on a failure.
SLOWING (+1)
When this is applied to a power that that imposes a condition upon a target and allows a save to resist, it becomes a slowing effect. Creatures that are given a harmful condition by a slowing effect are also slowed [TIER] in addition to any other conditions they suffer to a maximum of slowed 3. Any successful saves to resist also resist this condition as well.
SPATIAL SLICE (+1)
This upgrade can only be applied to a Conjuration, Creation, or Force effect. It causes anything conjured or created by the effect becomes a deadly weapon capable of dealing an amount of force damage equal to: (the effect's total tier)d6. The caster of the effect can choose for the damage to happen to anyone who enters the objects space or moves through it (a Reflex save allows for half damage). They can also have the object make melee attacks against foes by using an action to make the attack through the object. Their attack bonus is equal to their level + casting modifier + any attack bonuses they have with spells of that type. If they're sustaining the effect or otherwise concentrating on it, they can make attacks of opportunity with the object as if it were a creature, though it doesn't have its own actions and the caster must consume their own reactions to do so.
SPLASH (+1)
This upgrade can only be applied to a power that already targets an area of effect. The power gains a second area of effect that is twice as large as it's initial one. Targets caught in the secondary area but not initial area are also affected normally but only half the damage, healing, duration, distance moved, etc.
STICKY POWER (+2)
When this upgrade is applied to an attack power that affects an area for 1 round or longer, it becomes a sticky effect. Creatures and objects moving into or starting their turn in the area of a sticky effect the area must make a Dexterity (Reflex) or Strength (CMD-10) save against the effect’s DC or become grappled for 1 round. They are pinned on a critical failure.
STOPPING POWER (+1)
When this upgrade is applied to an attack power that is a reaction or free action outside your turn, creatures hit by it or failing their saving throw treat the damage as double its actual amount for the purposes of determining whether it ends the target’s action or disrupts their concentration as a result of exceeding their damage threshold. If it deals no damage, merely increase the effective DC by 5 for the purpose of the target attempting to concentrate.
STUBBORN POWER (+2)
When this upgrade is applied to a power that allows a saving throw to negate an effect that normally lasts more than 1 round. A successful saving throw (but not critically successful) functions as a failure instead of a success, but only 1 round. Damage and healing is not altered by this and a success still functions as a success for those purposes.
TENACIOUS POWER (+1)
Each time this upgrade is applied to an effect that allows a saving throw every interval to end the effect, the number of successful saves needed increases by one. For example, a power called Catch Fire lights a creature on fire, dealing fire damage to them every round for a minute. Every round they can make a Reflex saving throw to end this effect early. If the Tenacious upgrade were applied to Catch Fire, once, they would need two successful Reflex saving throws. Normally, a free saving throw is granted only once per interval (per round for a duration of 1 minute or less) so they would need to use an action to attempt another saving throw during that same round or wait for the next round to get another free save.
TITAN STRIKE (+1)
When this upgrade is applied to a power that is not harmless, you are treated as one size larger for the purposes of the effect and the maximum size it can target is also increased by this amount. This is stackable to a maximum of massive.
UNAVOIDABLE (+1)
When this upgrade is applied to a power that is not harmless, it gains the unavoidable type dealing half damage on a miss (if it has an attack roll) and half damage on a successful saving throw (if it has saving throws).
WIDEN (+1)
When this upgrade is applied to a power that targets an area, double the area.