Blood of the Phoenix [Magic]
Any lingering imbalances from your days as a mortal have been flushed from your system. You are now truly eternal.
Prerequisites: Character level 20+, Philosopher, Skill Focus (Knowledge (Arcana))
Benefit: While your outward appearance does not change, you ignore any and all penalties for age. You may still die from violence or accident. Your maximum Constitution bonus to your hit points is doubled. You cannot be affected by critical hits.
Ceremony [Magic]
Your understanding of ceremony offers you special insight into the mechanics of mystic events.
Prerequisites: Magus
Benefit: By choosing a time rich with symbolism, meticulously preparing the setting, and indoctrinating your followers with special care, you can augment the energies available for an invocation. You must spend 20 credits for every follower (possibly producing a money trail others may notice) at least one month and not more than one year before the invocation is to take place. Your GM may have other requirements as well, based on the invocation in question, the location, the time of year, and other factors.
By fulfilling the requirements above, each of your regular followers (excluding those with magic feats that increase their value) is counted twice towards the number of followers available to perform the invocation. You may only prepare a follower for a single invocation at any time; his energies are not doubled for any other invocation you perform.
Circle of Power [Magic]
You may share your mystical power with others.
Prerequisites: Initiate
Benefit: You may contribute your power and the power of your bonded followers to the invocations of others without being bonded to them. If the individual leading the invocation also has this feat, you contribute your full power (including all feats and talents) to the number of followers available.
Enlightened [Magic]
You see the unseen world clearly now, and its vast powers are yours to command!
Prerequisites: Character level 18+, Magus. You must have at least six other Magic feats before you may take Enlightened.
Benefit: There is no limit to the number of followers you may harness for your invocations. You count as 20 bonded followers when participating in any rite or ritual (including one you are performing).
Special: You may not take the Philosopher feat after gaining the Enlightened feat.
Familiar Spirit [Magic]
As in some mystic legends, an animal has attached itself to your company and aids you in your efforts. You’ve made a contract and become a magical whatever! Just be sure to keep your head on your shoulders, otherwise you won’t get ahead in life. It never is a good time to lose one’s head. If you’re not careful, you won’t ever be able to become the head of a major corporation.
Prerequisites: Charisma 13 or higher, Initiate. You cannot take this feat if you already have Familiar-Aided Theurgy.
Benefit: Upon receiving this feat, the character gains access to the abilities Familiar-Aided Theurgy. However, there are several differences.
1)
You do not gain the ability to cast spells, unless you already have the ability to do so.
2)
The Familiar does not gain the ability Aid Spellcasting, it instead gains the ability Aid Rite.
Aid Rite: The Familiar counts as a Bonded Follower for their master when performing Rites that provides a number of Bonded Followers equal to the amount that you would provide. The familiar is treated as if having the Mystic feat for the purposes of feat prerequisites, and can take [Magic] feats such as Initiate on its own to increase this number even further, this stacks with the bonuses that feats that you have provide. There is no need to use the Bond Follower rite, your familiar is automatically bonded to you at all times. This counts as the Aid Rite familiar ability.
Guardian Presence [Magic]
Sometimes it seems as if… something… is watching out for you.
Prerequisites: (Charisma 13+ and Mystic) OR Mage Talent
Benefit: At the start of each session, you may give one hero point to the GM to hold for you. At any time during the session, he may decide that your character is in great peril and secretly add the maximum value of the held action point to one of your rolls. The maximum value of the action point must have an impact on the result of your roll or the GM may not use it for you. If the point is not used by the end of the session you gain two additional hero points at the beginning of the next session, one of which is temporary and is lost at the end of the next session if not used.
Heroic Recovery [Magic] [Nanotech] [Psionic]
Prerequisite: Magery Training, NMS Training, Psionic Training, High-Power Magic Training, or Technomage Training
Benefit: Whenever you catch a second wind, choose one expended Spell, Nanite Ability, Power, Incantation, or Nanospell and return that power to your ability suite.
High-Power Magic Training [Magic]
Prerequisite: Wisdom 12, Trained in Magery, Magery Training
Benefit: Learn a number of Incantations equal your Wisdom modifier (minimum 1).
Special: You may take this feat multiple times.
Initiate [Magic]
Through diligent study and force of will you can tap into the primal magical forces of the universe.
Prerequisites: Character level 5+, trained Knowledge (Arcana). Mystic or Mage Talent. At least one other [Magic] feat other than Mystic or Mage Talent
Benefit: You may attempt any magic rites that you have learned. You may combine the energies of up to 40 followers to enact your rites. You may begin to learn magic rituals. You count as 5 bonded followers when participating in a rite or ritual (including one you are performing).
Normal: Characters with the Knowledge (Arcana) skill may learn magic rites but cannot perform them without the Initiate feat. Characters cannot comprehend magic rituals until they gain this feat.
Learn Mage Technique [Magic]
Your relationship with magic has deepened, giving you greater insights.
Prerequisites: Magery Training, Level 9+, Any one Magic Talent
Benefit: You learn one Mage Technique.
Mage Talent [Magic]
Prerequisite: Wisdom 12, Untrained in Psionics
Benefit: You become trained in the Magery skill and choose a magic system that you gain access to. When you take this feat, choose one of Device Magic, Elementalism, Shamanism, Spirit Binding, or Theurgy. You are now trained in that school and gain access to the features of being trained in that school. If you take this feat by any means other than getting it as a bonus feat virtue of your species, you are restricted to the Device Magic and Spirit Binding magic schools.
Special: You may take this feat multiple times. If you do not have innate magical talent you may only take it for Device Magic and Spirit Binding. You cannot take it for a given type of magic more than once.
Magery Training [Magic]
Prerequisite: Wisdom 12, Trained in Magery
Benefit: Learn a number of spells equal to 1 + your Wisdom modifier (minimum 1).
Special: You may take this feat multiple times.
Magus [Magic]
Your knowledge of the unseen world allows you to gather tremendous spiritual power and shape it into grand displays of magical force. Your mastery may even match that of the actual mages (if you aren’t one yourself).
Prerequisites: Character level 10+, Initiate, trained in Knowledge (Arcana). You must have at least four [Magic] feats before you may take Magus.
Benefit: You may perform magic rituals that you have learned. You may combine the energies of up to 1,000 followers when you enact rites or rituals. You count as 10 bonded followers when participating in a rite or ritual (including one you are performing).
Masked Energies [Magic]
You are able to dampen any "overflow" of energies as you perform invocations.
Prerequisites: Magus
Benefit: All attempts to detect your invocations suffer a +4 DC modifier and the effective range at which you may be detected (using the Quickening feat or a similar ability) is reduced to one quarter of normal (rounded down).
Mystic [Magic]
The forces of the unseen world have peculiar resonance for you.
Benefit: You roll one more dice for your hero points than you normally would for your level. Further, you count as 2 bonded followers when participating in any rite or ritual (including one you are performing).
Mystic Fount [Magic]
Your connection to the unseen world is unusually strong, making you a source of power for others.
Prerequisites: Mystic or Mage Talent
Benefit: During an invocation, you count as an additional number of bonded followers equal to your character level + the number of magic feats you possess.Special: The attack roll of Thirst checks for all rituals you participate is increased by +1.
Mystic Lens [Magic]
Prerequisites: Initiate, Mystic Fount
Benefit: During an invocation, you count as an additional number of bonded followers equal to twice your character level + the number of magic feats you possess. This replaces the bonus from the Mystic Fount feat. In addition, you can now use the Knowledge [Arcana] spell to perform Minor Spells.
Special: The attack roll of Thirst checks for all rituals you participate in are increased by +2. This replaces the penalty from the Mystic Fount feat.
Mystic Nexus [Magic]
Prerequisites: Magus, Mystic Lens
Benefit: During an invocation, you count as an additional number of bonded followers equal to four times your character level + the number of magic feats you possess. This replaces the bonus from the Mystic Lens feat, but you still retain the ability to use Minor Spells.
Special: The attack roll of Thirst checks for all rituals you participate in are increased by +5. This replaces the penalty from the Mystic Lens feat.
Mystic Surge [Magic]
You are able to accelerate the process of performing an invocation by devoting excess energy to it.
Prerequisites: Magus
Benefit: Each time you make a Knowledge (Arcana) skill check to perform a rite or ritual, you may use the energy of 50 bonded followers to add +10 to the result of your roll. This energy is no longer available to determine the effects of the rite or ritual (as described under Effect).
Philosopher [Magic]
Through exploration of the unseen world, you have reached equilibrium. You have achieved an enduring balance with yourself and with the world.
Prerequisites: Character level 16+, Magus
Benefit: You cease to age, and ignore all age penalties. You may still die from violence or accident.
Special: You may not take the Enlightened feat after gaining the Philosopher feat.
The Quickening [Magic]
You are able to sense gathering mystic energies.
Prerequisites: Initiate or Mage Talent
Benefit: You automatically become aware of the performance of any rite or ritual within two kilometers for every 25 followers (or fraction thereof) involved in the event. If you are within half that distance from the event, you may sense the general direction of such activities. Finally, if you come within one quarter that distance, you can determine the exact location of the event.
Second Sight [Magic]
You are sensitive to the presence of mystic relics.
Prerequisites: Mystic or Mage Talent
Benefit: When you are within 4 squares of one or more magic artifacts or devices, the GM secretly rolls a d6. With a result of 1, you become aware of the item’s presence. You may automatically determine if an object is a magic artifact or device simply by handling it, and once you have identified a magic artifact or devices, you may sense its direction up to 10 kilometers away.
Spirit-Sensitive [Magic]
Your connection to the spirits around you allows you to receive messages from them. Their messages are rarely clear and you might be ridiculed for speaking of them but what they tell you is always the truth – no matter how bad that might be.
Prerequisite: Must be trained in the Magery skill or have the Mystic feat
Benefit: Once per game session you can roll a Perception skill check at DC 20 in order to listen to the messages of spirits around you. If successful you can ask the Games Master up to three yes or no questions about your current situation, which the Games Master must answer truthfully. For each question asked, you immediately suffers 2d6 nonlethal damage from listening to the nearly-incomprehensible words of the spirits. As a note, some places that are rife with spirits might force the character to take the test and ask all three questions – at the Games Master’s discretion!
Technomage Training [Magic] [Nanotech]
Prerequisites: Magery Training, NMS Training, NMS Implants, trained in Magery and Nanite Control
Benefit: Learn a number of Nanospells equal to your Intelligence modifier (minimum 1).
Totem [Magic]
You have a close bond with a single type of animal, allowing you to call upon then and control them at will.
Prerequisites: Initiate
Benefit: Choose one animal type. You are considered to have the Control Animals rite in effect for that animal type at all times. The radius of this ability is a fraction of that of the ritual, at only 200 squares, though you may still command animals of the chosen type to come to you from up to 2 kilometers away.