Magical Traditions
Every magician has a Magical Tradition from which their specialization descends. Your Tradition is your philosophy & history that shapes the way you see the world & the sort of spirits you can interact with; it also shapes the spirits you are most likely to encounter.
Each Magical Tradition defines the following:
- A single Tradition Feature, a special Class Feature that’s always obtained the first time you gain a rank in the Magician Class, that comes with both benefits & drawbacks reflecting the way that tradition of Magicians see & interact with the world.
- A list of 12 backgrounds unique to that Tradition.
- A list of 12 spells, the most frequent spirits encountered & captured by that Tradition’s practitioners.
Magicians are not limited to capturing (& casting) spells from their Tradition. Per the rules on spellcasting, any magician can cast spells from any Tradition or even those that have no native Tradition, provided that they have a Fact or Feature that relates to that spell. That said, the spells in a Tradition’s list are the ones they’re most likely to attract as they grow in power.
| 1d6 | Tradition | Race | Summary |
|---|---|---|---|
| 1 | Origami Assassin | Human (varies) | Imperial court assassin. Bloodlust, stealth, the fine arts. |
| 2 | Forester | Human, Salamander | Beast-speaker and tracker. The woods respect you. |
| 3 | Metallurge | Human, Salamander | Smith who sees the soul inside steel. Metal remembers. |
| 4 | Jester | Human (varies) | Spirit-keeping clown. Warns through trickery and story. |
| 5 | Snowmime | Human (varies) | Mortuary priest sworn to silence. Keeper of the dead. |
| 6 | Telluric Priest | Salamander only | Teacher, oracle, pilgrim. Earth and sky made flesh. |