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Magical Traditions

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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.

1d6TraditionRaceSummary
1Origami AssassinHuman (varies)Imperial court assassin. Bloodlust, stealth, the fine arts.
2ForesterHuman, SalamanderBeast-speaker and tracker. The woods respect you.
3MetallurgeHuman, SalamanderSmith who sees the soul inside steel. Metal remembers.
4JesterHuman (varies)Spirit-keeping clown. Warns through trickery and story.
5SnowmimeHuman (varies)Mortuary priest sworn to silence. Keeper of the dead.
6Telluric PriestSalamander onlyTeacher, oracle, pilgrim. Earth and sky made flesh.