User Tools

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
priority:magic:casting_traditions [2026/03/09 05:40] – hyperlinking CL page elfinlockspriority:magic:casting_traditions [2026/05/04 21:50] (current) – [Casting Traditions] elfinlocks
Line 3: Line 3:
 All spellcasters possess a Tradition, the means by which a caster manifests magic in the world. Traditions provide explanation for both the source of the caster's magic, as well as common signs of their particular style of casting. The number of [[priority:magic:schools|Schools of Magic]] you may use is directly correlated to the number of Traditions which you possess. All spellcasters possess a Tradition, the means by which a caster manifests magic in the world. Traditions provide explanation for both the source of the caster's magic, as well as common signs of their particular style of casting. The number of [[priority:magic:schools|Schools of Magic]] you may use is directly correlated to the number of Traditions which you possess.
  
-Traditions all possess a value in points. Typically, a Tradition worth **one** point provides the caster with **two** schools of magic, and thus a total of 4 Tradition points would unlock all eight schools of magic. +  * The first step in selecting your Tradition is your **Primary Casting Attribute.** The chosen [[priority:abilities|Ability Score]] must be mental (Intelligence, Wisdom, or Charisma), unless you possess a specific Talent or Boon which permits otherwise. This choice is typically up to personal preference, regardless of the presence of campaign-specific traditions (though the game world in question may trend towards one particular ability over another). 
 +  * Secondly, although you do not necessarily have to choose your [[chargen:common_terms#secondary_attribute_modifiers|Secondary Attribute]] until you select a Talent or other ability which calls for one, it is worth bearing in mind that your Secondary Attribute **must** differ from your Primary Casting Attribute - an ability cannot be primary and secondary at the same time! 
 + 
 +Following this choice, you must determine the specifics of your tradition: how do **you** manifest magic? Traditions all possess a value in points. Typically, a Tradition worth **one** point provides the caster with **two** schools of magic, and thus a total of 4 Tradition points would unlock all eight [[priority:magic:schools|schools of magic]]
  
 From here, Traditions are separated into two categories: **Campaign-Specific**, and **Custom**.  From here, Traditions are separated into two categories: **Campaign-Specific**, and **Custom**. 
Line 17: Line 20:
 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's magic into a physical item, and gains the Casting Focus Tradition instead. Other times a player might just enjoy a newly introduced concept, and wish to delve further into it. 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's magic into a physical item, and gains the Casting Focus Tradition instead. Other times a player might just enjoy a newly introduced concept, and wish to delve further into it.
  
 +<WRAP center round info 80%>
 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:magic#caster_level|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:magic#caster_level|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.
 +</WRAP>
 +
  
 ---- ----
Line 51: Line 57:
 ===== 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:skills:knowledge|Knowledge (Arcana)]] check as part of the full-round action to draw the final part of the circle against a DC of (15 + the amount of [[priority:magic#mana|Mana]] expended) to determine if it was done correctly. You may take 10 on this check if not in combat or stressed. You can increase the speed at which you draw the diagram, but at greater risk of making a mistake; doing so prevents you from taking 10 on the check, and for every step by which you reduce the time required to draw the diagram, increase the [[priority:skills:knowledge|Knowledge (Arcana)]] DC by +5, to a maximum of +20 - to draw the circle as a free action.+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 Action for every 5-foot square contained within the diagram. Once the circle has been drawn, attempt a [[priority:skills:knowledge|Knowledge (Arcana)]] check as part of the Full Action to draw the final part of the circle against a DC of (15 + the amount of [[priority:magic#mana|Mana]] expended) to determine if it was done correctly. You may take 10 on this check if not in combat or stressed. You can increase the speed at which you draw the diagram, but at greater risk of making a mistake; doing so prevents you from taking 10 on the check, and for every step by which you reduce the time required to draw the diagram, increase the [[priority:skills:knowledge|Knowledge (Arcana)]] DC by +5, to a maximum of +15 - to draw the circle as a Free Action.
  
 The diagram need not be drawn with any special materials (unless you also possess the [[priority:magic:casting_traditions#material_casting2|Material Casting]] Tradition), and can be done with sprinkled salt, paint, blood, a finger in sand, or anything else that may be on hand of negligible cost, so long as it is clearly visible. Permanent portable diagrams are usually not possible (as any scuff to the diagram disrupts the magic), but a diagram may be made out of fixed, permanent material such as metal. If a diagram is disrupted (any amount of damage dealt to the surface it is carved upon, or sufficient force from water, wind, or any other effect that might disperse the material the diagram was created with, at GM discretion) then any magic currently being maintained by concentration via the diagram immediately ends, and no further magic may be used until a new circle is drawn. Spells and effects created by magic within the diagram (including summoned creatures) **never** disrupt it even if they would otherwise. The diagram need not be drawn with any special materials (unless you also possess the [[priority:magic:casting_traditions#material_casting2|Material Casting]] Tradition), and can be done with sprinkled salt, paint, blood, a finger in sand, or anything else that may be on hand of negligible cost, so long as it is clearly visible. Permanent portable diagrams are usually not possible (as any scuff to the diagram disrupts the magic), but a diagram may be made out of fixed, permanent material such as metal. If a diagram is disrupted (any amount of damage dealt to the surface it is carved upon, or sufficient force from water, wind, or any other effect that might disperse the material the diagram was created with, at GM discretion) then any magic currently being maintained by concentration via the diagram immediately ends, and no further magic may be used until a new circle is drawn. Spells and effects created by magic within the diagram (including summoned creatures) **never** disrupt it even if they would otherwise.
Line 111: Line 117:
 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]]. 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 [[priority:skills:perform|Perform]] [strings] skill, or[[priority:skills:craft|Craft]] [stonework]).
 </WRAP> </WRAP>
 ===== Somatic Casting: 1-2 ===== ===== Somatic Casting: 1-2 =====