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priority:magic:casting_traditions [2025/01/23 06:13] – [Draining Casting: 3] elfinlockspriority:magic:casting_traditions [2025/11/25 01:01] (current) – [Forbidden Schools: 1] elfinlocks
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 ===== 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.
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 ===== Material Casting: 2 ===== ===== Material Casting: 2 =====