Casting Traditions
Magic Traditions: - Arcanist – Become imbued with Aetheric energy
- Channeler – Manipulate the environment around the individual
Runesmith – Craft runes and enchant items with magical energy
Ritualist – Commune with spirits
Arcanist – Limited to Alteration, Conjuration, Creation, Divination, Enhancement, Fate, Illusion, Mana, Mind, Protection, Telekinesis, (Limited Time), War, Warp,
Arcanists become cursed by the raw energy they wish to control. This will twist and eventually destroy them. Despite this, many people still choose to become arcanists for the raw power they can employ, over reality, existence, the minds of others, or even fate.
Addictive Casting x2
Somatic Casting x2
Verbal Casting
Focus Casting
Magical Signs
Unstable Storage x2
Draining Casting
Mental Focus
Wild Magic
Boons: - Empowered Abilities
Fortified Casting
Overcharge
Arcane Mastery (Spending an additional spell point boosts caster level by 2)
Sanguine Empowerment
Deathful Magic
Overwhelming Power
Wild Surge
SP +1, +1/1.5 lvls (2,3,5,6)
Channeler: - Limited to Destruction, Nature, Weather, Death, Dark, Light, (Limited) Life, Blood & Conjuration
Channeler's conjure spirits to harness the power of the elemental world. Being bound to one or more spirit at a time, can cause strain on the mind, leading to frenzies. Fortunately, using such powers also exhaust the channeler. Often a steady flow of low magic, or a frenzied high burst, Channelers are masters of the elemental powers.
Witchmarked
Unstable Storage x2
Area Bound
Terrain Casting
Center Of Power/Galvanized
Magical Signs
Madness Mantra
Boons: - Deathful Magic
Drawback feat – Terrain Defiler (Have access to defiler feats)
Combatant Caster
Wild Will
Embodiment
SP +1, +1/1.5 levels (2,3,5,6)
Runesmith: - No sphere restrictions, but Location & Time Restrictions
Runesmiths carve or craft in some way, runes into objects. It is very time consuming, but enables one to carry magically enchanted items around with them. Never being able to cast in combat, is somewhat offset by having a small arsenal of magical tricks and items. Expensive, but very versatile and powerful, Runesmiths are some of the most coveted magical users, often...simply as walking batteries for other runes that have faded.
Area Bound – Runes that travel beyond the area, degrade rapidly in effect
Diagram Magic
Skilled Magic x2 (requires two hands)
Somatic Castingx2
Prepared Caster – Runesmiths must prepare their magical energy at the beginning of the day.
Charged Spells -
Expensive Locus
Extended Casting
Focus Casting
Material Casting
11
Boons
Draw Magic
Empowered Abilities
Overcharge
Metamagic Expert
Draback Feats – (Choose up to 5)
– Magic Runes
Ley Line Affinity
Environment Charge
Bottled Spells
Poisoned Apple
Soul Harvester
Sanctum Magic
Prepared Diagram
SP +1/lvl = 5Boons (Remove one boon for each drawback feat)
Ritualist: - No sphere restrictions, but long prepartion time
Ritualists are the most powerful practitioners. Unfortunately, they are also the most limited. Extremely long cast times require Ritualists to be very clever in their selection of magic. Generally opting for strategic plans of offense, such as traps, zones of power etc, or, in supporting their allies with powerful enhancements. Ritualists are able to reach heights of power, that other practitioners can only dream of.
Verbal Casting – Must speak in a clear voice to incant the proper rites.
Somatic Castingx2 – Must be able to move your hands and body, armor restricts movements.
Skilled Casting - Must take a turn performing the ritual, skill is ritual dependent.
Prepared Caster – Must prepare rituals at the beginning of the day, and can only cast what is prepared.
Rigorous Concentration - +10 DC of concentration. Increase cast time by one round to negate.
Mental Focus – Must have mental focus (Like Martial Focus) Casting without is DC 20+1/2 CL
Material Casting – Must have expensive components to complete.
Innate Curse – Must obtain an Oracle's curse. No benefirts
Focus Casting – Must have a magical focus of power.
Extended Castingx2 – 4 drabacks – Every sphere effect takes a minimum of 1 minute to perform.
Diagram Magic – 2 drawbacks – Must first spend a turn drawing a diagram.
Area Bound – Must cast in a magically significant area.
17 drawbacks
Boons
Draw Magic
Drawback feat – (choose 2 - 6 feats)
? Burst of Concentration
Curse Mastery
Fast Focus
Ley Line Affinity
Mystic Choreography
Powerful Focus
Prepared Diagram
Sanctum Magic
Unified Focus
Easy Focus
Empowered Abilities
Metamagic Expert
Overchargex3 – is able to overcharge for +2, +4 or +6, immediately falling unconscious at +6.
Overwhelming Power
7
SP +1/lvl = 5Boons (Remove one boon for each drawback feat above 3)
Comments