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Casting Traditions

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. This is represented in part by the Tradition's relevant Ability Score.

Artificial Casting

Artificial casters create magic through careful preparation and expenditure of reagents. They may bottle their magic (literally or figuratively) and use it at a later date, though in exchange they are completely incapable of manifesting magic without proper time and equipment. Artificial

Primary Casting Attribute: Intelligence

Secondary Casting Attribute: Wisdom

Casting Qualities:

Bardic Casting

Bardic casters create magic through the expression of artistry. Despite the name, many suitable manifestations of this style of casting exist, to the point where such Bardic Colleges are often centers of all kinds of artistry, far beyond singing or performing an instrument.

Primary Casting Attribute: Charisma

Secondary Casting Attribute: Wisdom

Casting Qualities:

Divine Casting

Divine Casters are almost always dedicated to service of their respective church (though some may call it a cult, depending on their views). Such casters have no qualms with sharing the word of their faith, both on and off the battlefield.

Primary Casting Attribute: Wisdom

Secondary Casting Attribute: Charisma

Casting Qualities:

Psychic Casting

Psychic casters draw magic from within, from their very force of will. Such magic can be seen as less restrictive than other traditions outlined above, though the slightest disturbance to your psyche can render such spellcasting completely inert.

Primary Casting Attribute: Charisma

Secondary Casting Attribute: Intelligence

Casting Qualities:

Scholastic Casting

Scholastic Casters are the most common type of spellcaster. Through complex Arcane formulae, they have learned to manifest magic through clever use of the laws of the universe. Despite what this would indicate, many clergymen are also Scholastic casters, though they are most commonly found cloistered within the archives of monasteries, rather than swinging maces around on the battlefield.

Primary Casting Attribute: Intelligence

Secondary Casting Attribute: Charisma

Casting Qualities:

Building Your Own Tradition

Below is a complete list of the individual Spellcasting Qualities which dictate the aspects of a Spellcasting Tradition. If desired, a player may compile their own custom Tradition using the following rules.

First, you must select your Primary and Secondary Ability scores to be used for casting. Select one mental Ability score for each of these. Secondly, all Spellcasters must select 15 points in Spellcasting Qualities. If desired, more than 15 points may be selected - these excess points are treated as Drawbacks for the purpose of granting extra Experience and are subject to all of the limitations of Drawbacks thereof. Lastly, all custom Traditions must be approved by the Game Master.

Casting Focus: 5

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.

Diagram Magic: 10

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 Spellcraft check as part of the full-round action to draw the final part of the circle against a DC of (15 + the amount of 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 Spellcraft DC by +5, to a maximum of +20 - to draw the circle as a free action.

The diagram need not be drawn with any special materials (unless you also possess the Material Casting Quality), 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.

Emotional Casting: 10

Your magic requires heightened emotional states of mind to use. When subject to a non-harmless effect that invokes an emotion (such as fear effects, demoralization effects such as being Intimidated, spells with the emotion descriptor, or [charms] such as Fear) you are unable to use magic.

Material Casting: 5

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 (if the materials are particularly rare in the game world, this Quality may be worth 10 points instead). In a standard game, such materials should be worth 1TU per 10, with one “dram” of material expended per point of Mana involved in manifesting a spell. Materials may be more expensive if they are craftable by the player.

Mental Focus: 5

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-round action that provokes attacks of opportunity.

Patronized Magic: 5

Your magic is granted to you by a benefactor of some kind (though the relationship between you and the benefactor may be benevolent, or purely mercenary). Due to this, you must remain within the constraints of your benefactor's beliefs in order for them to continue to grant you magical power. The exact nature of this should be decided between the player and the Game Master. Such relationships are most commonly outlined through reviewing the purview of the particular deity or other such extraplanar being which the character follows.

Prepared Casting: 5

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 “cast” a spell, you must expend the Mana as normal, over a number of minutes equal to the Mana being used in the spell. You must be interrupted and in a relatively stable environment (within reason, at GM discretion) to prepare your magic. This usually means that you can prepare your magic on a boat, but not in the middle of a hurricane. The Mana expended is considered “used” until the prepared spell is expended, and will not refresh accordingly (though you may “kill” the prepared spell if desired to regain the Mana).

Skilled Casting: 5

You must create your magic through singing, drawing, or performing some other activity. Your magic is tied to a particular Perform, Profession, or Craft skill (although with GM permission another skill may be substituted). You must succeed at a skill check to create magic accordingly. The DC of this skill check is 10 + the amount of Mana expended. For every 2 points by which this skill check falls short of this DC, the ability manifests at -1 Mana, though the Mana is still spent. If this reduces the ability to a caster level below 0, the manifested ability fails and any Mana used is lost.

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 Qualities. 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 Quality, 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 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]).

Somatic Casting: 5-10

You must gesture to cast spells — a process that requires you to have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.

If desired, you may select this Quality twice (for a total of 10 points). If taken a second time, you cannot wear any armor or use a shield without incurring a chance of arcane spell failure.

Verbal Casting: 5

You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.