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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.
Primary Casting Attribute: Intelligence
Secondary Casting Attribute: Wisdom
Casting Qualities:
- Extracted Magic (5)
- Skilled Casting (5)
- Prepared Casting (5)
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:
- Skilled Casting (5)
- Verbal Casting (5)
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:
- Verbal Casting (5)
- Casting Focus I (5)
- Patronized Magic (5)
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:
- Emotional Casting (10)
- Mental Focus (5)
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:
- Somatic Casting II (10)
- Verbal Casting (5)
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.
Area Bound: 5
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.
Casting Focus: 5-10
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.
If instead you lose all ability to cast when your focus is taken or otherwise unavailable, this Quality is worth 10 points instead.
Center of Power: 5
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).
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.
You may not select this drawback if you possess the Casting Focus Quality.
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.
Draining Casting: 10
Using magic saps your lifeforce. Whenever you expend Mana on a spell, you are dealt nonlethal damage equal to the amount of Mana expended, which cannot be avoided by nonlethal damage immunity, reduced by damage reduction, and cannot be healed through any means except rest (a full night’s rest heals all nonlethal damage caused by this drawback at once). The only way to avoid the damage is by making a Caster Level Check, 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 third level spell).
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.
Extracted Magic: 5
Requirement: Prepared Casting
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 Material Casting Quality, a Lifestyle of Vagrant or lower, or both), and may take whatever form you choose (common choices include potions, scrolls, runestones, and more). Firstly, these physical extractions may only be used by you (unless you have the Infusions Talent from the Path of the Artificer). Secondly, your magic remains contained in these extractions unless expended or destroyed, meaning that any Mana expended on them will not restore, just as if your magic has remained Prepared.
Forbidden Schools: 5
Through the creed of your people, a personal aversion, or simple incompetence, you are completely inept at two specific schools of Magic. You cannot manifest spells from these schools without spending a Hero Point. At GM discretion, this Quality may be taken more than once.
Magical Signs: 5
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 Stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know what spell you are manifesting, and at what strength.
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).
Rigorous Concentration: 5
Your magic requires intense amounts of concentration to use. When attempting a concentration check (such as to cast defensively, or while taking damage), the normal DC increases by +10.
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.
Weak Link: 10
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).
Wild Magic: 5
Your magic is quite unstable, and manifests in peculiar ways. Whenever you cast magic, there is a 10% chance (though this may be raised or lowered at GM discretion) that a Wild Magic event occurs. The results as such are usually determined by consulting a Wild Magic Table, though the GM may wish to implement their own effect table (they are not obligated to share it with the player if so).
