Stronger Spell

Perk

Farther Spell

Perk

1 Point | 10 Max

When rolling damage for a Custom Spell, add +1 to the total

No Requirement

1 Point | 1 Max

Increase the range of Custom Spells by 5ft

No Requirement

Stronger Focus

Perk

Reshaped Spell

Perk

Super Spell

Perk

Focused

Perk

Crybully Spell

Perk

Infamous Spells

Perk

Mindful Spell

Perk

Custom Element

Perk

Magical Resistance

Perk

Plangent Spell

Perk

Gentle Reminder:

Perks use the battle points you get after a combat.

🪄Magic Perks

1 Point l No Max

Gain a +1 bonus with a spellcasting bonus you currently have, cannot use this to have the bonus go past 5

Requires At Least +1 Bonus In Spellcasting

4 Points | 1 Max

As a free action when casting a Custom Spell, you can spend a varying amount of mana to alter the effects of the spell itself.

No Requirement

4 Points | 1 Max

You can now spend up to 10 points on the Charge Special Action

Requires Charged Spell

1 Point | 5 Max

Add an additional +1 bonus to spell concentration related combo skill checks

No Requirement

4 Points | 1 Max

After using the Intensify Special Action on a Custom Spell, if a creature isn’t resistant to your spell damage they become vulnerable to it

Requires Intense Spell

4 Points | 1 Max

Every short or long rest, you can now also choose two spells that can be casted at your Path Of Magic Tier 3 while ignoring the normal mana cost.

Requires Signature Spells and Path Of Magic Tier 3 (Any)

4 Points | 1 Max

The Sway Special Action can now be used as a free action whenever a creature of your choice is caught in one of your spells

Requires Swaying Spell

2 Points | No Max

When you get this perk, you can add a new element to your Spellmaker. It must be related to your magic, there needs to be a realistic reason why you could have this element, and the DM must approve of this element. This new element must follow restrictions of your Spellmaker

Requires Spellmaker Tier 1 (Any)

4 Points | 1 Max

Choose a broad type of magical damage to become resistant to. You can choose something generic like “Magical Fire or Plants.”

The damage type must be relevant to what makes you magical. It can be changed over a long rest.

Requires Being Somewhat Magical

4 Points | 1 Max

You only have to spend the original mana spent on a spell when using the Resonate Special Action

Requires Resonant Spell

Enchanted Companion

Perk

Quick Companion

Perk

1 Point | 9 Max

When you summon your magical companion, it has an additional point of HP

Requires Magical Companion

4 Points | 1 Max

Instead of doing it over the course of a short rest, you can summon your magical companion as an action.

On that action, you must spend mana equal to your Magic Stat

Requires Magical Companion