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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. The number of 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.
From here, Traditions are separated into two categories: Campaign-Specific, and Custom.
- Campaign-Specific Traditions, as their name implies, are a collection of Traditions which provide you with access to all eight schools of magic for only 3 points, instead of the normally required four. These Traditions are decided by the GM, and typically serve as the “guidelines” for how magic is performed within that GM's world. This is to encourage players to select magic in line with the setting. GMs may freely alter the point value of Traditions when creating a Campaign-Specific Tradition.
- Custom Traditions are created by the player, but must still be approved for use by the GM. Custom Traditions require the standard four points to unlock all eight schools of magic, but a player is not required to select the Four Point maximum - they may instead expand upon their selection as the campaign progresses, if so desired. Furthermore, Custom Traditions may have additional depth if desired: you may choose for a Tradition to only apply to one specific school of magic, in turn for only unlocking one school per Tradition point. This is referred to as a Locked Tradition. All non-locked Traditions apply to all schools, locked or not.
For example, Dave could possess the Custom Tradition of Somatic Casting II, which grants him 4 schools of magic. Dave decides that for a fifth school of magic, he will select a Locked Tradition of Verbal Casting for the school of Enchantment. Thus, to cast any magic of the Enchantment school, Dave not only must be capable of satisfying the requirements of Somatic II, but also Verbal Casting as well. His other four schools would not require speaking - only the requirements of Somatic II.
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.
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 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.
Building Your Own Tradition
Below is a complete list of the individual Spellcasting Traditions, along with their point values.
Area Bound: 2
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.
Careful Caster: 3
Manifesting magic is an involved process for you, and requires significantly more effort than most. Casting magic is always a Full Action for you.
Casting Focus: 1-2
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 Tradition is worth 2 points instead.
Center of Power: 1
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 fatigued 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, and thus imposes a -10 penalty instead of the normal -4.
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 Tradition if you possess the Casting Focus Tradition.
Diagram Magic: 4
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 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.
Draining Casting: 3
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).
Emotional Casting: 1
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.
You may never become immune to Fear effects through any means without first removing this Tradition.
Extracted Magic: 2
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 Tradition, 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 Infusion Talent). 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: 1
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 Tradition may be taken more than once. You may select schools which you do not possess.
Magical Signs: 1
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.
Mana Dependent: 2
Your Mana is tied to your life-force, and when your reserves are low, you find yourself slipping away.
When you have less than 75% of your maximum Mana, you are fatigued. When you have less than 50%, you are exhausted instead. When you have less than 25% of your maximum Mana, you also become 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.
Material Casting: 2
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. 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: 1
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 paralyzed, or failing a forced concentration check). 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 the Mana) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a Full Action which provokes attacks of opportunity.
Patronized Magic: 1
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: 2
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 uninterrupted 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, as a Full Round Action).
Rigorous Concentration: 1
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: 1
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 have a number of Ranks in your chosen skill equal to the amount of Mana you wish to expend upon a given spell. For example, you must possess 7 ranks in your chosen skill to expend 7 Mana on any given spell.
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 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 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: 1-2
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 Tradition twice to gain 2 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: 1
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: 2
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: 1
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).
