>>4951364Hunter, and the World of Darkness in general, is chocked full of magical powers in both 1e and 2e. I think 2e handles it better overall, but 1e has a couple of important options that 2e doesn't yet.
The big one is the Endowments granted by Conspiracies, a good portion of those are strictly magical. Too many to go over in major detail but the three big ones are the Benedictions of the Malleus Maleficarum, Castigations from the Lucifuge, and then the Elixirs of the Ascending Ones. Benedictions invoke Christian saints and other important figures to grant you various boons or magical effects. Examples include the Song of Daniel, which can calm wildlife or other creatures, The Hands of St. Luke, which heals wounds with a touch, or the Armor of St. Martin, which grants you additional protection. Castigations are the opposite in a lot of ways, it invokes the power of your infernal blood (all members descend from Lucifer) to do devil shit. Calling Forth the Pit lets you summon or banish demons, Hellfire lets you lob balls of flame, and Abaddon’s Call lets you do a bit of necromancy. The Elixirs are all various potions that do lots of different things. Blood of the Cobra, grants extra Str and Dex while making your blood poisonous, Incense of the Next World lets you astrally project, and Amun's Water makes you invisible. So lots of different stuff there, although I wouldn't expect to see much of that in their game, you can see a brief overview of all the 1e stuff here.
http://wodcodex.com/wiki/EndowmentsSupernatural Merits are the other major one, as those cover pretty much anything you could think of. 2e has a better selection of them because it makes them their own category alongside Physical, Mental, and Social Merits where as 1e attaches them to other things.
1e stuff is basically limited to what are called "Lesser Templates", things like Vampires and Werewolves are Major Templates while things like Dhampir, Ghouls, Psychics, or Witches are Lesser Templates. Major Templates and Lesser Templates don't mix, but Hunters are a bit of a special case. They get their own core book but they're just mortals and can become a Lesser Template if they wish. I don't really expect any of it to come into play really though, outside of maybe the odd Merit or two.
As a brief explanation of some of the more generic types. Psychics get access to groups of Merits based around ESP, Mediumism, Pschokinesis, and Telepathy. They all do about what you'd expect. Thaumaturges get a big pool of merits but Thaumaturges themselves are split into "Traditions" and each of those get unique perks but only a selection of the Merits. Hedge Witches can do stuff like curse people, luck spirits, see auras, or scry, while Shamans get internal alchemy, psychic projection, or sacrifices. Both get to control weather, heal, or dream-walk though. Lots of over lap between them. Finally Witches get Gutter Magic of varying flavours. Each type of magic is a theme with 5 spells in it (Like a Vampire Discipline), there are three tiers of themes, and as they get access to a few more themes. Low tier stuff is like Fortune or Hearth, high tier stuff is like Space or Time. All of these things only exist in 1e rules but for everything but Witches most of it, and a lot more, ended up as Supernatural talents which you can get without having to pick up one of these templates.
If you want to see more details you can check out all the 1e and 2e lesser templates here. Some of these are from other game lines. Something like the Proximi do just use Mage rules, albeit in a slightly different way, and AFAIK you can be a hunter as one of those too. They're more suited towards Mage games than Hunter ones though.
http://wodcodex.com/wiki/Mortals_and_Lesser_TemplatesFor 2e it's basically just a huge amount of them covering everything you can really imagine, and then a load of lesser templates too. Lists of all that here
http://wodcodex.com/wiki/Merits,_Mortal_(2nd_Edition)