TEXT: FEAT CHAINS 
   
   
   
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  MARTIAL 
  MAGECRAFT FEATS 
   
  The Martial Magecraft feat chain is inspired by numerous 
  examples of fantasy mages who wade into combat, such as 
  Gandalf the White in the movie trilogy of the Lord of the Rings. It 
  has a heavy Edge component (which many players are unfamiliar 
  with) that yields a much more in your face dynamic than not. After 
  all, you’re generating all this Edge, why not get a little more 
  martial while you’re at it? 
  As an aside, it’s important that both players and GMs know 
  what an Attack spell is (see Fantasy Craft, page 112) to make this 
  feat chain work in an effective and balanced way. To wit, 
  remember that Magic Missile is NOT an Attack Spell. So that’s 
  not a spell that factors into 
  the function of this feat 
  chain at all. Enjoy! 
   
   
   
   
   
  SPELLCASTING FEATS  
   
  For more about these feats, see Fantasy Craft, page 105. 
  MARTIAL MAGECRAFT BASICS 
  You know how to reap combat advantage from your spells. 
  Prerequisites: Caster Level 1+ 
  Benefit: You gain a concentration check bonus equal to the 
  amount of Edge you possess. Also, you gain a stance. 
  Arcane Wards (Stance): While in this stance, you gain a +2 to 
  defense and once per round you may gain 1 Edge when an 
  opponent fails to hit you with an attack or Attack spell. You may 
  only enter this stance if you have at least 2 spell points remaining, 
  and automatically drop out of it if you have less than 2 spell points 
  remaining. 
  MARTIAL MAGECRAFT MASTERY 
  Sometimes, magic itself is just warfare by other means. 
  Prerequisites: Martial Magecraft Basics 
  Benefit: Once per round, you gain 1 Edge when you hit an 
  adversary with an Attack spell. Also, you gain a trick. 
  Disconcerting Spell (Spellcasting Trick): When casting a spell, 
  you may pay 2 spell points to make the spell also add the Flat-
  footed condition to the target. If the spell has multiple targets, the 
  cost increases to 4 spell points. 
  MARTIAL MAGECRAFT SUPREMACY 
  The key to winning a battle may boil down to something as 
  basic as outliving the opposition. 
  Prerequisites: Martial Magecraft Mastery 
  Benefit: You may spend Edge in place of spell 
  points for the purposes of spellcasting tricks. 
  Also, you gain a trick. 
  Killing 
  Spell 
  (Spellcasting 
  Attack Trick): If the target is a 
  standard character with a lower 
  charisma score than yours, he 
  immediately fails his Damage save 
  (damage isn’t rolled). This trick costs an 
  additional 2 spell points (+1 per target hit). You 
  may use this trick once per round. 
   
   
   
   
   
   
  This feat tree designed by paddyfool. 
  Art by artguy65 of deviantART. 
   
   
   
   
   
   
   
  
  FEAT CHAIN (LTI) 
   
   
   
  ? 
   
   
  MARTIAL 
  MAGECRAFT FEATS 
   
  The Martial Magecraft feat chain is inspired by numerous 
  examples of fantasy mages who wade into combat, such as 
  Gandalf the White in the movie trilogy of the Lord of the Rings. It 
  has a heavy Edge component (which many players are unfamiliar 
  with) that yields a much more in your face dynamic than not. After 
  all, you’re generating all this Edge, why not get a little more 
  martial while you’re at it? 
  As an aside, it’s important that both players and GMs know 
  what an Attack spell is (see Fantasy Craft, page 112) to make this 
  feat chain work in an effective and balanced way. To wit, 
  remember that Magic Missile is NOT an Attack Spell. So that’s 
  not a spell that factors into the 
  function of this feat 
  chain at all. Enjoy! 
   
   
   
   
   
  SPELLCASTING FEATS  
   
  For more about these feats, see Fantasy Craft, page 105. 
  MARTIAL MAGECRAFT BASICS 
  You know how to reap combat advantage from your spells. 
  Prerequisites: Caster Level 1+ 
  Benefit: You gain a concentration check bonus equal to the 
  amount of Edge you possess. Also, you gain a stance. 
  Arcane Wards (Stance): While in this stance, you gain a +2 to 
  defense and once per round you may gain 1 Edge when an 
  opponent fails to hit you with an attack or Attack spell. You may 
  only enter this stance if you have at least 2 spell points remaining, 
  and automatically drop out of it if you have less than 2 spell points 
  remaining. 
  MARTIAL MAGECRAFT MASTERY 
  Sometimes, magic itself is just warfare by other means. 
  Prerequisites: Martial Magecraft Basics 
  Benefit: Once per round, you gain 1 Edge when you hit an 
  adversary with an Attack spell. Also, you gain a trick. 
  Disconcerting Spell (Spellcasting Trick): When casting a spell, 
  you may pay 2 spell points to make the spell also add the Flat-
  footed condition to the target. If the spell has multiple targets, the 
  cost increases to 4 spell points. 
  MARTIAL MAGECRAFT SUPREMACY 
  The key to winning a battle may boil down to something as 
  basic as outliving the opposition. 
  Prerequisites: Martial Magecraft Mastery 
  Benefit: You may spend Edge in place of spell 
  points for the purposes of spellcasting tricks. 
  Also, you gain a trick. 
  Killing 
  Spell 
  (Spellcasting 
  Attack Trick): If the target is a 
  standard character with a lower 
  charisma score than yours, he 
  immediately fails his Damage save 
  (damage isn’t rolled). This trick costs an 
  additional 2 spell points (+1 per target hit). You 
  may use this trick once per round. 
   
   
   
   
   
   
  This feat tree designed by paddyfool. 
  Art by artguy65 of deviantART. 
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/05 - Feats - Martial Magecraft Feats (ver 2.0) (LtI).pdf