Magic Perks
📖🦑🪄🌨️⛪🖍️
When rolling damage from a spell attack, add +1 to the damage.
All of your tiers of spellcasting have their range increased by 5ft
Studious
2 Points | Can Have 8 Max
ReShaping
4 Points | Can Have 1 Max
Requires Occult Focus
When you roll a combo check in order to maintain concentration on a spell, add +1 to the roll
As a free action when casting a spell, you can spend a varying amount of mana to alter the effects of the spell itself.
Requires Meta Magic
When hitting a creature with a redirected spell through Meta Magic, you crit with the spell
Requires Ignorant Wizardry
If ignorant wizardry is used on a creature that isn’t resistant to your magic type, you can make them vulnerable to it.
Meta Gaming
4 Points | Can Have 1 Max
Spell Evasion
4 Points | Can Have 1 Max
Requires Pact Magic
When dealing damage with a pact spell, double your casting stat when adding it to the total damage
Requires Occult Call
Each Occult Call lasts for 10 minutes minimum unless both you and your patron agree to end the call
Anthropoid
4 Points | Can Have 3 Max
Hastur
4 Points | Can Have 1 Max
Father’s Fury
4 Points | Can Have 1 Max
Beastly Power
4 Points | Can Have 1 Max
Requires Elemental Magic
Elemental damage completely ignores any types of resistances/immunities to elemental damage
Requires Wild Shape
When wild shaped and you deal damage using your body or your elemental magic, double the total
Invasive
4 Points | Can Have 1 Max
Beastly Body
4 Points | Can Have 1 Max
Godly Healing
4 Points | Can Have 1 Max
Heretic Killer
4 Points | Can Have 1 Max
Requires Divine Magic
When using divine magic to heal a creature, double the total hit points you give them
Requires Divine Magic
When you use your spells to deal damage to creatures that have ideals completely polar opposite to your deity, double the damage
Divine Health
4 Points | Can Have 1 Max
Bane
4 Points | Can Have 1 Max
Timed
4 Points | Can Have 1 Max
Voodoo Medic
4 Points | Can Have 1 Max
Requires Creative Magic
You don’t need to concentrate on the conditions you place on creatures, they are timed depending on the tier of magic you use on them
Requires Hambo Of Healing
When giving creatures overhealth through Hambo Of Healing, double the amount
Hypo Sensitive
4 Points | Can Have 1 Max
Jacky’s Trades
4 Points | Can Have 1 Max
IMPORTANT NOTE:
This page includes perks for General Magic, Arcane, Pact, Elemental, Divine, and Creative!
Gentle Reminder:
Perks use the battle points you get after a combat.
Potence+
2 Points | Can Have 10 Max
Vast+
2 Points | Can Have 10 Max
Anti-Meta
4 Points | Can Have 1 Max
Crybully Magic
4 Points | Can Have 1 Max
Requires Spell Ward
When you need to make a saving throw to half incoming spell damage, you instead take no damage upon succeeding and half damage on a fail.
Requires Meta Magic
You can change the effect of a spell and redirect a spell in the same reaction
Eldritch
4 Points | Can Have 1 Max
Lockdown
4 Points | Can Have 1 Max
Requires Eldritch Invocation
You gain exhaustion every 2 rounds for forcing your patron onto the battlefield instead of every round
Requires Mystic Arcanum
Choose one of your patrons spells or techniques, you gain it and can spend normal mana to cast it instead of Mystic Arcanum 10 cost.
Stacking this means you get more of your patron’s spells or techniques
Requires Wild Shape
After wild shaping, you gain overhealth equal to your spellcasting stat + your spellcasting bonus
Requires Command Life
When you command plant life to deal damage, double your spellcasting stat when adding it to their damage
Requires Divine Intervention
You gain exhaustion every 2 rounds for forcing your deity onto the battlefield instead of every round
Requires Celestial Cleanse
You are immune to any types of poisons, diseases, and curses. you are a walking curse removal effect.
Requires Creative Magic
When rolling a skill check, add your spellcasting bonus on top of the roll
Requires Creative Magic
You are immune to magical conditions being placed upon you