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Spell Caster

Scholar: gain 4 more spell slots. (^)

Disengage: gain an additional 1BA each round that can only be used on disengaging cost. (disen, Fa)

Point Blank Shot: gain 2 accuracy mods when attacking with a ranged attack in the target’s melee zone. (Ac, -b)

Magic Knight: when attacking, ¼ chance to cast a spell with a true value of (4) or less from your spell list for free, and can have no other requirements unless they can be met. (FS, Ud)

Power Up: You gain 1 personal power up slot. (PPU)

Acumen: If you roll a 1 on the d20 attack roll, treat it as if you rolled a 12 instead. (1, Ac)

Battle Caster: dodge normally while channeling. (Agi)

Quick Attack: gain 1AA, with interrupt. 4 round cool down. (A, CD)

Quick Cast: remove 1AA and 1MA from the cast time of a spell you are casting. 3 round cool down. (Fa, CD)

Dodge: instantly dodge an attack. (4 round cool down) (Bd, CD)

Duck: can drop into prone dodging a ranged attack. (2 round cool down) (Bd, CD)

Evade: can instantly dodge a physical melee attack. (2 round cool down) (Bd, CD)

True shot: one attack will not miss with a 4 round cool down. (instaH, CD)

Greater Attunement: Gain an additional enchanted item slot. (pEI)

Sanguine Sage: Upon receiving a wound, heal a d8 mp. (idw, Mp)

Mass effect: a spell you cast may affect up to 5 additional targets. 4 round cool down. (ma, CD)

Nova: a spell you cast gains a level 5 ring. (ma, CD)

Dragon’s Breath: a spell you cast gains a level 5 cone. (ma, CD)

Irresistible: a potency spell you cast gains 10 potency. 4 round cooldown. (Pot, CD)

Lasting: a spell you cast lingers the whole battle. 4 round cooldown. (ma, CD)

Hidden Power: invert your strength mod and add 2 to it. 4 round cooldown. (S, CD)

Marksmen: double the accuracy of your ranged attacks for the round. 2 round cooldown. (CD, Ac)

Magic Blast: Add level 1 ring to spells you cast that already have rings. (ma)

Magic Leap: Add a level 1 link to spells you cast that already have link. (ma)

Magic Breath: Add a level 1 cone to spells you cast that already have a cone. (ma)

Magic Beam: Add a level 1 beam to spells you cast that have range. (ma)

Magic Lasting: Add a level 1 linger to spells you cast that already have linger. 1 round cooldown. (CD, ma)

Chain Effect: your spells gain a level 5 link. (Can’t jump back to an already affected target. 4 round cool down. (CD, ma)

Destroy: Add a level 1 destruction to spells you cast if it already has destruction. (Des, ma)

Potent: Increase the potency of abilities you have and spells you cast by 2 that already have a potency. (Pot, ma)

Magic Focus: up the damage dice roll of 2 elements of your choice. every time you focus in this feat you may add an additional element to its list. (S)

Multi-cast: ¼ chance to cast the spell again for free. (MBd, ma)

Gift of the Magus: ¼ chance to cast the spell for free. (MBd, ma)

Focused Replenishing: takes an attack action and move action. Heals you a d10mp. (Mp, Chann)

Mana Regeneration: replenish d2 Mp per round. (Mp, Er)

Magician: spells cost 1 less MP (Mpcr)

Tower Focus: choose a tower and spells from that tower cost 2mp less to cast. (Mpcr, that tower as a tag)

Mancery: choose an element. Spells of that element cost 3mp less to cast. (Mpcr, ma+, that element as a tag)

Elemental focus: choose 2 elements, spells of those elements cost 2mp less to cast. Every focus in this feat adds an additional element to the list. (Mpcr)

Well Read: Plus 3 to all these skills: knowledge of Arcane, Knowledge of Nature, Knowledge of Culture, Enchanting, Scroll writing, and Healing. Does not break skill caps. (Skil)

Chakra: takes an attack action and move action. Heals you and units in a level 1 ring a d4mp and hp. (Chann)

Mana Burst: takes an attack action and move action. Heals you and units in a level 1 ring a d8mp. (Mp, Chann)

Angelic Touch: takes an attack action. Revive a unit that has been dead for 5 rounds or less. 4 round cooldown. (CD, Rev, Chann)

Upgrade: If possible, gain a feat focus in one of the tags present on your enchanted item. This does not break caps or tags rules. ( pEI)

Long Shot: gain 2 accuracy vs units 6 spaces or further from you. (Far, Ac)

Farshot: Add 3 spaces to all range attacks. (Ri)

Targetward: reduces magic damage from single target attacks you’re hit with by 4. (BL, mC, single)

Mobile Mage: gain 1MA a round that can only be used for spell costs. (Fa)

Moderate X-ray Vision: Can use 1BA to see through non magical objects at a 15ft distance. (X-ray)

Moderate Telepathy: Can use 1BA to converse with units in their minds at a 30ft distance. (Tlpy)

Accuracy Boost: your accuracy stat must be 12 or lower to take this feat. Gain 4 accuracy stats. (Ac, Ac)

Agility Boost: your agility stat must be 12 or lower to take this feat. Gain 4 agility stats. (Agi, Agi)

Intelligence Boost: your intelligence stat must be 12 or lower to take this feat. Gain 4 intelligence stats. (Int, Int)

Accuracy Up: Gain 2 accuracy stats. (Ac)

Agility Up: Gain 2 agility stats. (Agi)

Intelligence Up: Gain 2 intelligence stats. (Int)

Fore Thought: spend 1MA and 2BA to see how your current turn would turn out and then decide whether to do it or not. (Insure)

Cleave: gain an attack action upon a finishing blow. (A, X)

Soul Eater: heal a d10 Mp upon a finishing blow. (Mp, X)

Armor bearer: -1 from all penalties of armor (BL)

Battle Mage: armor doesn’t affect Mp cost. (BL)

Death dodgin’: Double agility mod when terminal. (T, Agi)

Make it count: Double accuracy mod when terminal. (T, Ac)

Final Reserves: heal a d6 mp a round when terminal. (T, Er, Mp)

Wimp: add 5 to your terminal range. (T)

Spaz attack: Take a second turn this round, but you only get a move action next round. (A)

Tough guy: gain 6 Hp. (Health)

Magic Man: gain 6 Mp. (Mana)

Manapire Strike: heal a d4 Mp upon landing a successful attack. (Mp, Ud)

Hone: ¼ chance to gain an accuracy mod upon attacking, even if you miss. (Ac, Ud)

Creedence: Gain a d4mp when you dodge an attack successfully. (C, Cds, Mp)

Wonder guard: 1/2 chance to block damage that would kill you. (Bd, oX)

Magic guard: ¼ chance to block magical attacks and gain 1AA. (Bd, C, A)

Arrow guard: ¼ chance to block all ranged attacks and gain 1AA. (Bd, C, A)

Mahou: ¼ chance to block physical attack and gain a d8mp. (Bd, C, Mp)

Magus Surge: a ¼ when attacked, to heal a d8 mp. (Mp, C)

Ghost Fist: Your attacks ignore armor and other BL feats. (Aa, Igno)

Die hard: come back to life after being killed. Heal up to your toughness mod or zero. Has a 3 round cooldown. (oX, CD)

Mana snap: ¼ chance to heal back all the Mp lost that round at the end of the round. (Bd, Mp)

Energy Cycle: You gain a ¼ chance to gain an attack action at the start at each of your turns. (A, Er)

Filter Feed: Gain a d4mp every time an enemy spell is cast on you. (Mp, wmag)

Mage Blood: Gain a d4hp every time an enemy spell is cast on you. (Hp, wmag)

Dual Cast: You can cast an additional spell each round. However, this additional spell costs extra mana points (MP), calculated as three times the spell’s true level, minus 3 MP. This spell still requires an additional spell slot and incurs a penalty of 1 Fatigue, Health, or Stamina (FHS) point. (A)

Friendly Fire: damage you deal doesn’t affect allies unless you want it to. (Prot)

Summoner’s Soul: gain a pool of 12hp that can only be used for thralling summoned or otherwise thrall able units and animal taming. (Hp)

Spam summoning: a ¼ chance when attacked to summon a level 1 creature from your spell list. It has summoning sickness. costs you nothing to cast. (FS, C)

Summoning shield: ½ chance one of your summoned creatures will take the damage for you upon being attacked. (Bd, cS)

One heart one mind: all 5 of your senses (or more) are connected to your summoned units and theirs to yours. (cS)

Slay Summoner: Summon one of your level one creatures for free upon a finishing blow. (X, FS)
Legion Leader: gain 2 more summoning slots. (GSs)

Grave Summoned: When you die your summoned units stay summoned for 1 round. They also stay summoned 30 minutes after battle without being thralled. (cB)

Grave Summoner: When you die your summoned units stay summoned for 5 rounds. 4 round cooldown. (cB, CD)

Invoked Longevity: ¼ chance to gain a grave summon counter when attacked. When you die, your summoned units stay alive for as many rounds equal to your Grave summon counters. (cB, C)

Provoked Longevity: When you are dealt critical damage, gain 2 grave counters. When you die, your summoned units stay alive for as many rounds equal to your Grave summon counters. (cB, Coy)

Front line Fighter

Stealthy Initiator 

Front Line Tank

Back line Fighter

Mid line Fighter

Spell Caster

Summoner

Crafter

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