Two more set for now
Melee Combat Feats
You have a very personal relationship with magic.
Benefit: You gain a +2 insight bonus to Will saves vs. spells. Also, you gain a stance
Magebane (stance): When you hit an opponent with a melee or unarmed attack while in this stance, he suffers a
Ė2 morale penalty with spellcasting checks until your next Initiative Count.
Casting magic around you is a game mages don't want to play
Prerequisites: Mageslayer Basics
Benefit: The error range of spellcasting checks within your reach increases by your wisdom modifier (minimum 1). Also, you gain a trick.
Destabilize (Tire Trick): Your targetís Charisma score also drops by 1 until the end of the scene (minimum 6). You may use this trick a number of times per scene equal to the number of Melee Combat feats you have.
When spells affect you, it's because you let them.
Prerequisites: Mageslayer Mastery
Benefit:Your Wisdom score increases by 1 and you gain a trick.
Spellguard (Anticipate Trick): Your sense motive check also becomes a spell defense against the target's next spell before your nextinitiative count.
Some people say magic shouldn't be used as a weapon...those people don't live long.
Prerequisites: Spellcasting 1+ ranks
Benefit: Whenever you benefit from the Refresh action, you gain 2 spell points.
Battlecasting (stance): Whenever you make successful attack check, you gain a +2 morale bonus to your next spellcrafting check. Whenever you make a successful spellcasting check, you gain a +2 morale bonus to your next attack check. Both bonuses last until your next initiative count.
Both magic and war are taxing endevors
Prerequisites: Warcasting Basics
Benefit: You may spend up to 3 Edge to increase the spell save DC of your next spell by 2. Also, you gain a trick.
[Arcane Acumen (Attack Trick): You may substitute your Spellcasting (Int) bonus for your melee attack bonus. If the attack misses you become flat-footed at the end of your Initiative Count. You may use this trick as many times per combat as you have Spellcasting feats.
Magic is the greatest weapon of war.
Benefit: Once per round, when an adversary fails a save against one of your spells by 4 or more, you gain 1 Edge. Also, you gain a trick.
Spell Surge (Spellcasting trick): You may spend up to 5 Edge and add that many points to the spellcasting check, or threat range of this spell.