Traditions

When you become a caster, you choose a Tradition which defines the kind of caster you are. 

The following are the Traditions found most often in the campaign.  

Cleric

Clerics are vessels through which divine forces perform miracles. 

Most common Disciplines: Divination, Enhance, Heal, Protect 

Source: A god (a specific Patron) or gods (their chosen Pantheon). The will of the god(s) is made manifest through intermediary messengers who in turn channel power to and through mortal servants who have requested divine assistance such as their Clerics. The gods themselves are rarely directly involved. 

Use: Spoken or chanted invocations of the god (or gods) while presenting a holy symbol bearing their emblem. Sometimes a sacred tome, scroll or relic is used in place of a holy symbol. 

Style: Radiant miracles. The color and tone varies depending on the god being invoked. Miracles of Aledan are usually red and accompanied by a deep rumbling while those of Hosphestra are accompanied by a welcoming firelight.  

Limitations: Determined by the chosen god. Gods seldom grant miracles that are inconsistent with their domain and purpose. 

Prerequisites: Clerics must have the “Faith” Feat to learn Disciplines.

Druid

In many ways, a Druid is a kind of nature priest but they serve “powers” rather than gods. They often describe themselves as “Shepherds”. 

Most common Disciplines: Heal, Summon

Source: Nature spirits and Nature itself (which they sometimes call “the Green” or “the Wild”). 

Use: Invocations which are spoken or sung while presenting offerings of various plants, bones and stones to earth, wind, fire and/or water.  

Style: There is an amber or green glow and a release of petals or pollens that smell like spring. Vines and other plants sometimes grow near where spells are performed which attracts native birds, beasts and insects. 

Limitations: Druidic magic is weakest underground, where the wild has been tamed (such as in large settlements) or damaged in some way (such as in ruins or burn scarred lands).

Prerequisites: Druids must have the “Nature” Feat to learn Disciplines. 

Mage 

These casters drawn upon the magical ley of the land to manipulate the natural world in unnatural ways, twisting natural laws to produce the effects they desire. 

Most common Disciplines: Alchemy, Conjure, Divination 

Source: Mages can draw magic from the world around them, especially in high magic areas located on or near “ley lines’ or by exhausting objects such as crystals that have a potent magical charge to them.

Use: Mages rely on a focus such as a wand or staff to weave their spells. They can do magic without one but it is more difficult and can be exhausting. They also use arcane incantations learned by rote from ancient tomes but these are mostly to help them concentrate and conceptualize the desired effect, so are often muttered unlike the incantations of Clerics and Druids. 

Style: The spells of Mages are accompanied by strange light patterns and sounds but for some reason never smells unless it was the direct intent of the spell. 

Limitations: Mages have trouble shaping spells without a focus or in low magic areas (often where the natural order is strongest such as heartwood . 

Prerequisites: Mages must have the “Arcana” Feat to learn Disciplines.

Sorcerer 

Sorcerers use the spark of magic within themselves as a weapon.  

Most common Disciplines: Attack, Defend

Source: Sorcerers have a more potent inner energy than other casters and which is nurtured as they hone their abilities. Their power comes almost entirely from within.  

Use: Sorcerous casting has no incantations, uses no materials and requires no focus item. The caster uses a language of arcane gestures to shape energy channelled from their “inner fire”.  

Style: The magic of each sorcerer has a specific color. Some claim that red tends to be found in sorcerers tainted by rage or wickedness while blue tends to be evidence of calm and decency. Purple is most common. Amber and green are very rare.  

Limitations: A Sorcerer’s power wanes as  they become exhausted or weak. Because of this they tend to keep themselves in better physical condition than other casters. 

Prerequisites: Sorcerers must have both Endurance and Resolve at Rank 3 or higher to learn Disciplines. 

Hedge Magic 

A cross between Mage and Druid that is most often learned by Adepts. 

Most common Disciplines: Alchemy, Healing, Summon 

Source: A Hedge mage has less of a “spark” than mages and is less attuned to the “ley” so must draw more energy from materials. They share this dependance with druids but lack connection to “the powers” so are almost entirely reliant on expendables.

Use: The caster incants while calling up their “inner fire” to consume the materials required by the spell to give it power. 

Style: There is always something vaguely sinister to Hedge Magic, a persistent “wrongness” that manifests as tendrils of strange vapors, glimmers of unnatural shadows and echoes of unearthly sounds. 

Limitations: Without potent materials the spells of Hedge Mages aren’t as powerful as those of other Traditions which is why access to the Greater Disciplines are almost unknown to them. 

Prerequisites: Hedge Magic must have the “Sense” Feat to learn Disciplines.

Spellsinger

A cross between Mage and Sorcerer for whom music is magic. 

Most common Disciplines: Distract, Enhance, Protect

Source: The music of Spellsingers is like a form of invocation that becomes the focus for the spell being woven.

Use: The caster performs their spell, usually playing an instrument while singing. It is possible to sing without playing and to play without singing but it is more difficult. In Kaleth, the Lute is most often used for this. The Skalds of Norvald speak epic poems while playing drums. 

Style: Spell Songs often conjure incidental illusions inspired by the music or the tale being told. For example, an Attack spell woven around a song about a famous marksman competing in an archery contest could manifest phantom arrow and the sound of the crowd. 

Limitations: In conditions where is difficult to make music, it is also difficult for Spellsingers to cast spells. 

Prerequisites: Spellsingers must have the “Perform” Feat to learn Disciplines.

Custom Traditions

Magic takes many forms and practitioners perform their art in many different ways. Most casters will use one of the Traditions described above but of you want to create something that doesn’t fit into one of those categories these are the tools to define your own.

Define your Tradition when you create your character by answering all of the following questions.

SOURCE: Where does your power come from? A Cleric might say “the Gods”, a Necromancer “Shadow” “the Dead” and/or “Pact with Dark Powers” and a Wizard might say “the aether” or “the Universe”.

USE: How are your spells performed? A Cleric might say “presentation of my holy symbol and spoken prayer of invocation” and a Sorcerer “the wand and the word”.

STYLE: How does your magic look and feel? What would the special affects be like? A Cleric might say “divine light and a comforting presence”, a Necromancer “tendrils of unholy darkness” and a Wizard “manifests glowing humming runes”.

LIMITATIONS: You must choose a reasonably common circumstance in which your abilities don’t function as expected or as well as you would hope. A cleric might find performing miracles more difficult on unholy ground and a wizard might have to consult with their grimore every night. You will have to self impose these limits during play.

There is a lot of leeway here to create the caster you want.

If you are going to play a caster you will have to be willing to roll with what may be inconsistent interpretations of your tradition by different moderators. We are all on the same team, but when there isn’t a single GM to ensure that consistency things can get a little loose. Just remember: Magic is an art, not a science ;)

In addition to the mechanical aspects you should also spend some time considering the social aspects.

  • Where is your tradition practiced? (also specify what Realm or Realms)

  • How well known is it?

  • How did become a student? Why did you choose the tradition you did?

  • How were you taught? Was there a school? Did you have a mentor?

  • What sort of reputation do practitioners of your tradition have, is that reputation deserved or is it based on misconceptions?


Work with the staff on all of this. Once you create a Tradition it exists in the setting and other characters may choose to learn it.