Mind over Matter: During any downtime or rest you can make rolls to recover strain at advantage, but rolls made to recover injuries during the same time are made at disadvantage.
Manipulate Magic: Once per Rest treat the result of a magic check as one result band higher (crit fail = fail).
Magical Understanding: Once per Rest add your magic die without taking a strain on a Perceive or Study check.
Mixing Magic: Once per Scene take 1 strain to use 2 mediums and Speak a phrase. Roll both dice and take the higher.
Knowledge is Power: You have resistance to any magical damage from your mediums.
Siphon Magic: After failing a defensive check against a phrase or magical attack, choose one: Your next magic check is made with advantage OR your next defense check against magic is made with advantage.
Magical Control: When you use an action to sustain a spell, you can move it to an alternate target without taking a strain. (If it's targeting an enemy, it requires another roll.)
Efficient: When you spend a strain to lower the difficulty of a magic check, you lower it by 3 per strain instead of 2.
Apprentices & Magical Servants: At the start or end of each downtime, automatically fill (1+Tier) segments toward an existing ritual or magical long-term project started by you or a party member. This cannot be split between multiple projects.
Subclass Ability: