Prerequisite: Spellcraft 1, Technomancer Tradition
Benefit: You unlock one additional Technomancy Hack
Special: This feat can be taken multiple times.
Prerequisite: Spellcraft 5, Sphere of Time 5
Benefit: Your study of the sphere of Time has allowed you slip in between the seconds, and adjust your place in time. At the start of your turn, you can decrease your initiative roll by -1 to give yourself a +1 bonus to the first action made this turn, or you take a -1 penalty on the first action to increase your initiative roll by +1 on your next round.
Prerequisite: Spellcraft 5
Benefit: You've developed a mystical connection with your foci. If your focus is an item of 1 Bulk or less, you can spend 1 Anima as a Standard Action to teleport your focus into your hand from up to 1 mile away.
Prerequisite: Spellcraft 3
Benefit: Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are casting a spell. You can increase your spell's casting time by 1 Action and spend 1 anima to attempt a Stealth check against one or more observers’ Awareness defences. If you succeed at your check against an observer’s DC, that observer doesn’t notice you’re casting a spell, even though spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
Special: Spells of Trickery Sphere and the Darkness Sphere both grant you a +2 bonus on your Stealth check to conceal your spell.
Prerequisite: Spellcraft 5
Benefit: As a reaction after you cast a spell that deals energy damage, you can spend 1 anima to siphon some of that spell's energy off and infuse it into a weapon you're wielding. Until the end of your next turn, that weapon deals an additional 1d6 damage, with the type being the same as the spell that triggered your reaction.
Prerequisite: Spellcraft 1
Benefit: You master up to 4 additional spells. You learn to cast up to 4 additional spells. These spells must be from spheres you already possess 1 rank in, and must be equal to or lower than the maximum level in that sphere.
Special: This feat can be taken multiple times.
Prerequisite: Spellcraft 1
Benefit: You make a pact with a supernal creature, binding them as a familiar.
Prerequisite: Spellcraft 1
Benefit: You've chosen a language from the Mystic Age as the language you favour for your spellcraft, such as Atlantean, Amazonian, Laman, Ankhetan or Iremese.
Due to the novelty of your language, increase the DC to both identify the spell you're casting and to counter your spells by 2. Non-mages increase the DC by 10, due to the mystical properties of the languages.
Prerequisite: Spellcraft 3
Benefit: You can alter offensive spells to be less deadly. As part of casting a spell, you can spend 1 additional action and 1 anima point to make all the damage your spell inflicts nonlethal.
Prerequisite: Spellcraft 11
Benefit: You alter your spells to overcome resistances. When you cast a spell, you can take 1 action and spend 5 additional anima points, the spell ignores an amount of the target’s damage resistances equal to your ranks in the appropriate spells. This applies to all damage the spell deals, including persistent damage and damage caused by an ongoing effect of the spell, such as the wall created by wall of fire. A creature’s immunities are unaffected.
Prerequisite: Spellcraft 11
Benefit: You can spend 7 anima points to cast a rote spell you know with a casting time of 1 Action as a Free Action. Once you use this feat, you become immune to its effects until you next take a short rest.
Prerequisite: Spellcraft 3
Benefit: As part of casting a spell, you can spend 1 additional action and 1 anima point to increase its range by 1. Close spells become Range 1 spells, and Touch spells become Close spells.
Prerequisite: Spellcraft 7
Benefit: Confident in your technique, you don’t easily lose your concentration when you cast a spell. If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Prerequisite: Spellcraft 1
Benefit: You've abandoned traditional occult practices in favour of a more modern approach, allowing you to use foci with less well-established mystical resonance to cast your spells. You can draw your focus from modern art, pop culture, science or technology.
Due to the novelty of your focus, increase the DC to both identify the spell you're casting and to counter your spells by 2. In addition, your focus is easier to hide or pass off, as a cellphone or deck of trading cards are easier to pass off than wands and staves.
Prerequisite: Spellcraft 9
Benefit: You twist the magic of your spell so it warps around you and your allies. Increase the casting time of the spell by 1 action to spend 1 anima for every ally you want to exclude from the effects of your spell.