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| priority:magic:casting_traditions [2025/01/23 06:13] – [Center of Power: 1] elfinlocks | priority:magic:casting_traditions [2025/11/25 01:01] (current) – [Forbidden Schools: 1] elfinlocks |
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| ===== Draining Casting: 3 ===== | ===== Draining Casting: 3 ===== |
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| 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 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). | 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). |
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| ===== Emotional Casting: 1 ===== | ===== Emotional Casting: 1 ===== |
| ===== Forbidden Schools: 1 ===== | ===== Forbidden Schools: 1 ===== |
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| 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. 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. |
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| ===== Magical Signs: 1 ===== | ===== Magical Signs: 1 ===== |
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| 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. |
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| | ===== Mana Dependent: 2 ===== |
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| | Your Mana is tied to your life-force, and when your reserves are low, you find yourself slipping away. |
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| | 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 ===== |