Traits
All practitioners share common traits, regardless of discipline or tradition.
Automatic Traits
Those selecting this Power Source receive all of the following automatically at character creation:
- The Sight: The ability to "see" magic itself, its effects, and its potential in others.
- Resilience: The gift of Magic greatly increases the constitution and life expectancy of mortal practitioners.
- Ritual Casting: Practitioners can create new, custom effects on the fly.
Powers
All characters with the Magic power source may take these skills.
Elemental Magic | Other Magic | Item Crafting |
---|---|---|
- Sorcerer/wizard only
- Priest only
- Druid and witch only
- Witch/Necromancer only
- Witch, Necromancer, Wizard only
Paths
Dev Notes
So how's this work? Well...
- The paths are specific flavors, such as Wizard, Sorcerer, Witch, Warlock, Druid, Priest, and Necromancer.
- Channeling, Binding, and Summoning are power schools. Not just anybody can take them.
- Channeling of natural forces is granted by Affinity.
- Faerie grants all three, specific to faeries.
- Infernal grants all three, specific to demons. Etc.
- Warlock grants all three, for all extraplanar pacts.
- Druid grants all three, for all natural pacts.
- Thaumaturgy:
- Blood is a power school. Vampires can access it. As can wizards. Witches are obviously quite good at it.
- Vitae should probably be a power school, and should focus on magic absorption. I imagine it can be accessed by dark elves, certain sorcerers, and of course witches.
- Soul should be a general power school. Besides witches, it is enjoyed by necromancers, warlocks, vampires of the Black, and certain demons.
- Evocation:
- All that crap evokers used to do (stolen from s6 mage) is now part of the Sorcerer path, as is the 7.3.3 Willpower auto-bonus-stats for non-implement casting.
- All of the prep mechanics in spellcraft move to the Wizard path.
- Mentalism:
- Isn't magic. See Psionics.
Traditions (WARNING: NOT OFFFICIAL RULES)
Magical traditions, broadly, tend to closely mirror its disciplines, but not exactly.
Wizardry
The pursuit of the science of Magic. Wizards seek to know Magic through scholarship and experimentation. Credo: "Knowledge is Power". High degree of organization. Strict, rigid standards of practice and membership. Tendency to extend policies beyond own organizations. Heavy focus on Evocation, tends to avoid Invocation.
- Special power
- Wizards are allowed to meddle in all forms of magic. Because they're wizards. Choose one: Evocation, Thaumaturgy, Invocation. That is your "major" discipline (treat as normal). The others are "minor": you may use automatic abilities as if you were half your level, although you cannot take any skills or feats from that discipline.
Witchcraft
:Main article: Witchcraft
The pursuit of oneness with Magic. Strong moral component; some traditions faith-based. Heavy emphasis on Thaumaturgy; belief that thaumaturgical principles extend further, that all are connected through Magic, explaining its karmic nature. Some degree of secrecy due to a history of persecution; tendency to be decentralized, sharing knowledge only with a small, trusted group.
- Special power
- Chroma (varying abilities based on color), Supplication
Shamanism
:Main article: Shamanism
Myriad ancient traditions, generally Animist or Totemist; Shamans usually are trusted and revered figures with responsibility to a tribe or family unit. Strong emphasis on Invocation of natural forces, contact with spiritual entities, thaumaturgical healing.
- Special power
- Spiritwalking, Shapeshifting skill.
Will Magic
:Main article: Will Magic
Magic based on the application of pure will, highly applicable to the control of Outsiders and their powers. Modern "tradition" is a reclamation of concepts after millennia without organization. Object to the term "warlock", which connotes betrayal of laws or principles (though the term has largely been reclaimed by modern practitioners). Strong emphasis on Invocation (particularly of Outer forces).
- Special power
- Bladebinding and Summoning skills.