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High Elven Magic

Ancestry Feat

High Elven Magic

Magic comes to you as naturally as speech. You know a single minor spell, learned without study.

Choose one of the following when you take this feat. Each is at-will and uses Intelligence, Wisdom, or Charisma (your choice, made when you take this feat) for any attack or save DC.

  • Flicker: Produce a small flame in your palm that sheds bright light in a 2-square radius. As a standard action, you can hurl it at a creature within 6 squares as a ranged attack, dealing 1d6 fire damage and igniting flammable objects.
  • Zephyr: Conjure a blast of wind in a 3-square line. Each creature in the line makes a Strength save or is pushed 1 square. Small unattended objects are blown away, and flames of candle size or smaller are extinguished.
  • Frost Touch: Make a melee touch attack that deals 1d6 cold damage. The target can't take reactions until the start of its next turn.
  • Minor Illusion: Create a sound or a still image no larger than 1 square within 6 squares, lasting up to 1 minute. A creature that examines it can see through it with an Insight check.
  • Mage's Hand: A spectral hand appears within 6 squares and can manipulate an object weighing up to 10 lbs. It cannot attack or activate magic items.

You can take this feat more than once, choosing a different option each time.