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| priority:magic:casting_traditions [2025/01/23 06:10] – [Skilled Casting: 1] elfinlocks | priority:magic:casting_traditions [2026/03/09 21:58] (current) – Hyperlinking Perform skill entries 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** 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, | ||
| - | <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. | ||
| </ | </ | ||
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| In some cases, a player may find that part-way through a campaign, their tradition has begun to drift or change outright. When situations like this arise, it is important for the player and the GM to work together to find a solution. Perhaps the player loses the ability to speak, and thus cannot be a Verbal caster anymore; they might seek out a patron or other entity to supplement this loss. Perhaps an Area-Bound mage learns to transfer their location' | In some cases, a player may find that part-way through a campaign, their tradition has begun to drift or change outright. When situations like this arise, it is important for the player and the GM to work together to find a solution. Perhaps the player loses the ability to speak, and thus cannot be a Verbal caster anymore; they might seek out a patron or other entity to supplement this loss. Perhaps an Area-Bound mage learns to transfer their location' | ||
| - | After you select a Casting Tradition, select a Favored School of magic to go alongside it. Selecting your Favored School wisely provides you with a unique benefit: **every five Caster Levels you gain, all spells of your Favored School receive +1 to their saving throw DC, to a maximum of +4 at Caster Level 20.** Another favored school may be selected for an additional Tradition point. While these bonuses cannot stack, and the same school may never be selected multiple times, a new school can be selected each time. | + | After you select a Casting Tradition, select a Favored School of magic to go alongside it. Selecting your Favored School wisely provides you with a unique benefit: **every five Caster Levels you gain, all spells of your Favored School receive +1 to their saving throw DC, to a maximum of +4 at [[priority: |
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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 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | You are mystically bonded to a single notable location such as a cave, large tree, spring, a magical laboratory, or prominent stone formation, and draw your magic from it in turn. You must remain within a number of miles equal to [Current Mana divided by 10, rounded up] to use your magic normally. Using magic outside this area requires you to attempt a [[Concentration check]] (DC 10 + Mana expended) to produce the desired effect. Failure means time and Mana are spent, but no effect happens. You may bond to a new site of the same general type with an 8 hour ritual. | + | You are mystically bonded to a single notable location such as a cave, large tree, spring, a magical laboratory, or prominent stone formation, and draw your magic from it in turn. You must remain within a number of miles equal to [Current |
| </ | </ | ||
| ===== Careful Caster: 3 ===== | ===== Careful Caster: 3 ===== | ||
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| ===== Casting Focus: 1-2 ===== | ===== Casting Focus: 1-2 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | To cast magic, you must present a Focus (for Divine Casters, this usually is a symbol of your deity or their church). The focus may be any worn item, including weapons and armor, as long as it is clearly visible. If your focus is ever taken from you, you must make a Caster Level check (DC 10 + Mana expended) in order to manifest magic. | + | To cast magic, you must present a Focus (for Divine Casters, this usually is a symbol of your deity or their church). The focus may be any worn item, including weapons and armor, as long as it is clearly visible. If your focus is ever taken from you, you must make a [[priority: |
| If instead you lose all ability to cast when your focus is taken or otherwise unavailable, | If instead you lose all ability to cast when your focus is taken or otherwise unavailable, | ||
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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 [[priority: |
| - | 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 + [[priority: |
| You may not select this Tradition if you possess the [[priority: | You may not select this Tradition if you possess the [[priority: | ||
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| ===== Diagram Magic: 4 ===== | ===== Diagram Magic: 4 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5-foot square contained within the diagram. Once the circle has been drawn, attempt a [[priority: | + | In order to perform any magical effect, either you or your target must be entirely contained within the boundaries of a special diagram. Creating this diagram requires a full-round action for every 5-foot square contained within the diagram. Once the circle has been drawn, attempt a [[priority: |
| The diagram need not be drawn with any special materials (unless you also possess the [[priority: | The diagram need not be drawn with any special materials (unless you also possess the [[priority: | ||
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| ===== Draining Casting: 3 ===== | ===== Draining Casting: 3 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | Using magic saps your lifeforce. Whenever | + | Using magic saps your lifeforce. Whenever |
| </ | </ | ||
| ===== Emotional Casting: 1 ===== | ===== Emotional Casting: 1 ===== | ||
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| Requirement: | Requirement: | ||
| - | 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: | + | 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: |
| </ | </ | ||
| ===== Forbidden Schools: 1 ===== | ===== Forbidden Schools: 1 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | Through the creed of your people, a personal aversion, or simple incompetence, | + | Through the creed of your people, a personal aversion, or simple incompetence, |
| </ | </ | ||
| ===== 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: | + | 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: |
| + | </ | ||
| + | ===== Mana Dependent: 2 ===== | ||
| + | <WRAP round box> | ||
| + | Your [[priority: | ||
| + | |||
| + | When you have less than 75% of your maximum [[priority: | ||
| </ | </ | ||
| ===== Material Casting: 2 ===== | ===== Material Casting: 2 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | Your magic requires the expenditure of specific materials: precious metals, alchemical reagents, runestones, etc. The exact nature of this material should be worked out with the GM, including their rarity and cost. In a standard game, such materials should be worth 1TU per 10, with one " | + | Your magic requires the expenditure of specific materials: precious metals, alchemical reagents, runestones, etc. The exact nature of this material should be worked out with the GM, including their rarity and cost. In a standard game, such materials should be worth 1TU per 10, with one " |
| </ | </ | ||
| ===== 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 [[game_systems: | + | 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: |
| </ | </ | ||
| ===== Patronized Magic: 1 ===== | ===== Patronized Magic: 1 ===== | ||
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| ===== Prepared Casting: 2 ===== | ===== Prepared Casting: 2 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | Unlike everybody else, your magic is not available on demand. Instead, you must prepare it ahead of time, which limits your flexibility in time-sensitive situations. To " | + | Unlike everybody else, your magic is not available on demand. Instead, you must prepare it ahead of time, which limits your flexibility in time-sensitive situations. To " |
| </ | </ | ||
| ===== Rigorous Concentration: | ===== Rigorous Concentration: | ||
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| ===== Skilled Casting: 1 ===== | ===== Skilled Casting: 1 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular [[priority: | + | You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular [[priority: |
| - | 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: | + | 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: |
| - | 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 [[priority: |
| </ | </ | ||
| ===== Somatic Casting: 1-2 ===== | ===== Somatic Casting: 1-2 ===== | ||
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| ===== Weak Link: 2 ===== | ===== Weak Link: 2 ===== | ||
| <WRAP round box> | <WRAP round box> | ||
| - | Your ability to draw magical might is significantly less than others. Your restoration rate of Mana is half that of other spellcasters (divide your normal restoration rate by 2, rounding down). | + | Your ability to draw magical might is significantly less than others. Your restoration rate of [[priority: |
| </ | </ | ||
| ===== Wild Magic: 1 ===== | ===== Wild Magic: 1 ===== | ||
