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priority:magic:casting_traditions [2025/01/23 06:06] – [Extracted Magic: 2] elfinlockspriority:magic:casting_traditions [2025/11/25 01:01] (current) – [Forbidden Schools: 1] elfinlocks
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   * **Custom Traditions** are created by the player, but must still be approved for use by the GM. Custom Traditions require the standard four points to unlock all eight schools of magic, but a player is not required to select the Four Point maximum - they may instead expand upon their selection as the campaign progresses, if so desired. Furthermore, Custom Traditions may have additional depth if desired: you may choose for a Tradition to only apply to one specific school of magic, in turn for only unlocking **one** school per Tradition point. This is referred to as a **Locked Tradition**. All non-locked Traditions apply to **all schools, locked or not**.   * **Custom Traditions** are created by the player, but must still be approved for use by the GM. Custom Traditions require the standard four points to unlock all eight schools of magic, but a player is not required to select the Four Point maximum - they may instead expand upon their selection as the campaign progresses, if so desired. Furthermore, Custom Traditions may have additional depth if desired: you may choose for a Tradition to only apply to one specific school of magic, in turn for only unlocking **one** school per Tradition point. This is referred to as a **Locked Tradition**. All non-locked Traditions apply to **all schools, locked or not**.
  
-<WRAP center round info 60%>+<WRAP center round info 80%>
 For example, Dave could possess the Custom Tradition of Somatic Casting II, which grants him 4 schools of magic. Dave decides that for a fifth school of magic, he will select a Locked Tradition of Verbal Casting for the school of Enchantment. Thus, to cast any magic of the Enchantment school, Dave not only must be capable of satisfying the requirements of Somatic II, but also Verbal Casting as well. His other four schools would not require speaking - only the requirements of Somatic II. For example, Dave could possess the Custom Tradition of Somatic Casting II, which grants him 4 schools of magic. Dave decides that for a fifth school of magic, he will select a Locked Tradition of Verbal Casting for the school of Enchantment. Thus, to cast any magic of the Enchantment school, Dave not only must be capable of satisfying the requirements of Somatic II, but also Verbal Casting as well. His other four schools would not require speaking - only the requirements of Somatic II.
 </WRAP> </WRAP>
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 ====== Building Your Own Tradition ====== ====== Building Your Own Tradition ======
  
-Below is a complete list of the individual Spellcasting Traditions, along with their point value.+Below is a complete list of the individual Spellcasting Traditions, along with their point values.
  
 ===== Area Bound: 2 ===== ===== Area Bound: 2 =====
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 You have an obvious physical feature (such as a gaudy third eye on your forehead) which is the source of your magical power. Whenever you cast, any creature observing you can clearly see that your magic originates from your center of power. You have an obvious physical feature (such as a gaudy third eye on your forehead) which is the source of your magical power. Whenever you cast, any creature observing you can clearly see that your magic originates from your center of power.
  
-If a critical hit is confirmed on you, your center is disrupted and you lose 1d6 Mana (if you have any points to lose at the time) and are [[dazed]] for 1 round. A creature can also target your center of power with a [[called shot]], which also causes a disruption. The center of power is considered a challenging shot (-10).+If a critical hit is confirmed on you, your center is disrupted and you lose 1d6 Mana (if you have any points to lose at the time) and are [[game_systems:combat:status_conditions#fatigued|fatigued]] for 1 round. A creature can also target your center of power with a [[game_systems:health#wounds_system|called shot]], which also causes a disruption. The center of power is considered a challenging shot, and thus imposes a -10 penalty instead of the normal -4.
  
 At the GM’s discretion, certain kinds of physical restraint might also make spellcasting require a concentration check (DC 10 + Mana expended), depending on the nature of the center of power and the restraint. An undesirable polymorph effect may also produce the same results. At the GM’s discretion, certain kinds of physical restraint might also make spellcasting require a concentration check (DC 10 + Mana expended), depending on the nature of the center of power and the restraint. An undesirable polymorph effect may also produce the same results.
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 ===== Draining Casting: 3 ===== ===== Draining Casting: 3 =====
 <WRAP round box> <WRAP round box>
-Using magic saps your lifeforce. Whenever expending mana, you are dealt damage equal to the amount of Mana expended, which cannot be avoided by damage immunity, reduced by damage reduction, and cannot be healed through any means except rest. The only way to avoid the damage is by making a Fort Save, with a DC equal to 11 + Mana expended (for example, you must make a DC 14 Caster Level check to mitigate damage from a standard third level spell).+Using magic saps your lifeforce. Whenever you expend Mana, you are dealt damage equal to the amount of Mana used, which cannot be avoided by damage immunity, reduced by damage reduction, and cannot be healed through any means except rest. The only way to avoid the damage is by making a Fortitude Save, with a DC equal to 11 + Mana expended (for example, you must make a DC 14 Caster Level check to mitigate damage from a standard Tier 3 spell).
 </WRAP> </WRAP>
 ===== Emotional Casting: 1 ===== ===== Emotional Casting: 1 =====
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 Requirement: [[priority:magic:casting_traditions#prepared_casting2|Prepared Casting]] Requirement: [[priority:magic:casting_traditions#prepared_casting2|Prepared Casting]]
  
-Your magic is preserved in physical form during the time of creation. The materials to create the physical spell are negligible (unless you have the [[priority:magic:casting_traditions#material_casting2|Material Casting]] Tradition, a [[game_systems:lifestyle|Lifestyle]] of Vagrant or lower, or both), and may take whatever form you choose (common choices include potions, scrolls, runestones, and more). Firstly, these physical extractions may only be used by you (unless you have the [[paths:alchemy_path:potion_master&s[]=infusion#infusion|Infusion Talent]]). Secondly, your magic remains contained in these extractions unless expended or destroyed, meaning that any Mana expended on them will not restore, just as if your magic has remained [[Prepared]].+Your magic is preserved in physical form during the time of creation. The materials to create the physical spell are negligible (unless you have the [[priority:magic:casting_traditions#material_casting2|Material Casting]] Tradition, a [[game_systems:lifestyle|Lifestyle]] of Vagrant or lower, or both), and may take whatever form you choose (common choices include potions, scrolls, runestones, and more). Firstly, these physical extractions may only be used by you (unless you have the [[paths:alchemy_path:potion_master#infusion|Infusion Talent]]). Secondly, your magic remains contained in these extractions unless expended or destroyed, meaning that any Mana expended on them will not restore, just as if your magic has remained [[priority:magic:casting_traditions#prepared_casting2|Prepared]].
 </WRAP> </WRAP>
 ===== Forbidden Schools: 1 ===== ===== Forbidden Schools: 1 =====
 <WRAP round box> <WRAP round box>
-Through the creed of your people, a personal aversion, or simple incompetence, you are completely inept at **two** specific schools of [[Magic]]. You cannot manifest spells from these schools without spending a Hero Point. At GM discretion, this Tradition may be taken more than once. You may select schools which you do not possess.+Through the creed of your people, a personal aversion, or simple incompetence, you are completely inept at **two** specific [[priority:magic:schools|]]. You cannot manifest spells from these schools without spending a Hero Point, and you may not select the chosen school's talents in the [[paths:wizard_path|]]. At GM discretion, this Tradition may be taken more than once. You may select schools which you do not possess.
 </WRAP> </WRAP>
 ===== Magical Signs: 1 ===== ===== Magical Signs: 1 =====
 <WRAP round box> <WRAP round box>
 Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks [[priority:skills:stealth|Stealth]], and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a [[priority:skills:spellcraft|Spellcraft]] check to know what spell you are manifesting, and at what strength. Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks [[priority:skills:stealth|Stealth]], and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a [[priority:skills:spellcraft|Spellcraft]] check to know what spell you are manifesting, and at what strength.
 +</WRAP>
 +===== Mana Dependent: 2 =====
 +<WRAP round box>
 +Your Mana is tied to your life-force, and when your reserves are low, you find yourself slipping away. 
 +
 +When you have less than 75% of your maximum Mana, you are [[game_systems:combat:status_conditions#fatigued|fatigued]]. When you have less than 50%, you are [[game_systems:combat:status_conditions#exhausted|exhausted]] instead. When you have less than 25% of your maximum Mana, you also become [[game_systems:combat:status_conditions#sickened|sickened]]. Finally, if you hit zero (or somehow reach negatives) Mana, you fall unconscious. You do not regain consciousness until you regain the Mana to reach a previous threshold. Penalties from this Tradition may not be ignored or removed by any effect, save for divine intervention.
 </WRAP> </WRAP>
 ===== Material Casting: 2 ===== ===== Material Casting: 2 =====
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 ===== Mental Focus: 1 ===== ===== Mental Focus: 1 =====
 <WRAP round box> <WRAP round box>
-Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated, or helpless, or failing a forced concentration check such as from being entangled). Using magic without your mental focus requires you to attempt a concentration check (DC 15 + Mana expended) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a Full Action which provokes attacks of opportunity.+Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being [[game_systems:combat:status_conditions#nauseated|nauseated]], or [[game_systems:combat:status_conditions#paralyzed|paralyzed]], or failing a forced concentration check). Using magic without your mental focus requires you to attempt a concentration check (DC 15 + Mana expended) to produce the desired effect. Failure means time (and the Mana) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a Full Action which provokes attacks of opportunity.
 </WRAP> </WRAP>
 ===== Patronized Magic: 1 ===== ===== Patronized Magic: 1 =====
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 You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular [[priority:skills:perform|Perform]], [[priority:skills:profession|Profession]], or [[priority:skills:craft|Craft]] skill (although with GM permission another skill may be substituted). You must have a number of Ranks in your chosen skill equal to the amount of Mana you wish to expend upon a given spell. For example, you must possess 7 ranks in your chosen skill to expend 7 Mana on any given spell. You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular [[priority:skills:perform|Perform]], [[priority:skills:profession|Profession]], or [[priority:skills:craft|Craft]] skill (although with GM permission another skill may be substituted). You must have a number of Ranks in your chosen skill equal to the amount of Mana you wish to expend upon a given spell. For example, you must possess 7 ranks in your chosen skill to expend 7 Mana on any given spell.
  
-A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other Traditions. For example, a caster who must draw to create magic must have at least one hand free, and unless he also possesses the [[Somatic Casting]] Tradition, he may do so while wearing any armor he chooses without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, and unless he also possesses [[Verbal Casting]], he can do so by simply whispering, and thus not automatically break [[priority:skills:stealth|Stealth]].+A caster with Skilled Casting must be able to perform their skill to use their magic, which is similar to but not the same as possessing other Traditions. For example, a caster who must draw to create magic must have at least one hand free, and unless he also possesses the [[priority:magic:casting_traditions#somatic_casting1-2|Somatic Casting]] Tradition, he may do so while wearing any armor he chooses without a chance of arcane spell failure. Likewise, a caster who uses music to create magic must be able to speak, and unless he also possesses [[priority:magic:casting_traditions#verbal_casting1|Verbal Casting]], he can do so by simply whispering, and thus not automatically break [[priority:skills:stealth|Stealth]].
  
 At the GM’s discretion, this drawback may count as two drawbacks if the skill involved requires bulky equipment or the use of both hands (for example, the Perform [strings] skill, or Craft [stonework]). At the GM’s discretion, this drawback may count as two drawbacks if the skill involved requires bulky equipment or the use of both hands (for example, the Perform [strings] skill, or Craft [stonework]).