Traditions of Magic
Some believe magic is made possible by energies that remained after the fashioning of reality. Others believe it is a gift from the gods, a quirk of reality’s mutable nature, or arises from some dark wellspring at the center of all things. Users of magic gain their abilities through time and training, from natural talents, in service to the gods, or by bargaining with fell powers.
Spells are magic’s clearest expression in the world. Each spell belongs to a particular tradition, a family of magic with a common theme. A spell could be the only one in a tradition or one of many. This chapter presents thirty-three traditions, each with many spells to learn for those who study it. Path Benefits in Chapter 1 explains how you discover traditions, the benefits from doing so, and how to learn spells. Note, all talents in this chapter count as magical talents.
Learning Traditions: whenever you learn a tradition through your path, you also get 1 one of its talents. Relearning a tradition you already know grants you another talent.
Relearning Spells: you can relearn a spell you already know. When you do so, you increase the castings for this spell by the number of castings the spell normally grants. If the spell has 3 castings and you learn it again, you have 6 castings for this spell. Learning it again gives you 9 castings of the spell.
TRADITION | DESCRIPTION |
Aeromancy | Wind and weather |
Alchemy | Object creation and transformation |
Alteration | Transformation and enhancement |
Animism | Nature |
Astromancy | The sun, stars, and moons |
Chaos | Randomness and uncertainty |
Chronomancy | Time |
Conjuration | Bringing forth and sending away |
Cryomancy | Cold and ice |
Dark Arts | Cruelty, pain, suffering |
Destruction | Ruin and disaster |
Divination | Prediction and espionage |
Eldritch | Strange, alien powers |
Enchantment | Manipulation and control |
Evocation | Uttering words of power |
Geomancy | Earth and stone |
Hydromancy | Water |
Illusion | Deception |
Invocation | Calling upon the gods for aid |
Necromancy | Death and undeath |
Oneiromancy | Dreams |
Order | Law, force, and predictability |
Primal | Beasts and violence |
Protection | Defensive effects and healing |
Psychomancy | Mind, psychic powers |
Pyromancy | Fire |
Shadowmancy | Darkness |
Skullduggery | Subterfuge, tricks, and deceit |
Spiritualism | Spirit World and spirits |
Symbolism | Runes and symbols |
Technomancy | Technology |
Teleportation | Travel |
War | Combat |