Ancestry Feats and Abilities
*Elven Lore: You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.
1st FEAT:
Skill Feats
Background: Magaambya Academic: You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.
FEAT: Recognize Spell: If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
General Feats
3rd:
Class Feats and Abilities
*Arcane Bond: Ring//You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
*Arcane School: Evocation (As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one 1st-level evocation spell (such as shocking grasp) to your spellbook. You learn the force bolt school spell.)
*Arcane Thesis: Spell Substitution:You don’t accept the fact that once spells are prepared, they can’t be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared. You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.
Bonus Feats