Magical Traditions
The most common forms of magic involve those traditions that revolve around the teaching of magic in groups of similar spells called magic schools or those that are taught spells with a liturgical focus called domains. Regardless of your particular magical tradition the types of spells that appear on your spell list are detailed in your character class. In this section, you will also find a listing of faiths and the mechanics associated with deific disapproval.
Spellcasting Modifiers
Each spellcasting class has a specific ability score that is used to determine the DC of their spells and effect the number of times per day that domain or magic school powers can be used.
- Arcane archers, arcanists, eldritch knights, mythic assassins, rogues, and wizards use Intelligence.
- Animal-Lords, divine assassins, clerics use Wisdom.
- Champions use Charisma.
Magic Schools
Magic schools are divided into two main categories. Deists tend to organize their magic by the type of effects produced, while elementalists tend organize their spells be the fundamental elementals they shape. Deists tend to adopt arcane schools while elementalists adopt elemental schools.
Arcane Schools
The following descriptions detail each arcane school and its corresponding powers.
Elemental Schools
There are six recognized schools of elemental magic. Elemental magic is most often studied by zendiqi and other non-deists.
Domains
Some classes may select domains granted by their faith. Each domain adds a number of domain spells to your spell list, provides a daily code of conduct to follow, and grants access to a number of granted powers.
Touching a Creature: Willing creatures can be touched as a standard action; unwilling creatures can only be touched with a succcessful caster check.
Save: If a domain power allows a saving thing the DC of that save is equal to 10 + 1/2 your class level + your spellcasting modifier.
Each domain entry follows the format below.
Domain Name
Faiths: faiths that may select this domain
Codes of Conduct: Are behaviours that you must observe each day. Breaking a code of conduct earns you a point of disapproval.
Granted Powers: A description and two domain powers. One power is available at 1st level and the second usually becomes available by 6th or 8th level.
Domain Spells: These spells are added to your spell list and spellbook automatically when you are a level high enough to cast them.
- Air Domain
- Animal Domain
- Art Domain
- Artifice Domain
- Charm Domain
- Chivalry Domain
- Cold Domain
- Community Domain
- Courage Domain
- Creation Domain
- Death Domain
- Deism Domain
- Destruction Domain
- Disease Domain
- Dream Domain
- Earth Domain
- Elementalism Domain
- Elementalist Domain
- Fate Domain
- Fear Domain
- Feline Domain
- Fire Domain
- Glory Domain
- Healing Domain
- Knowledge Domain
- Luck Domain
- Madness Domain
- Magic Domain
- Metal Domain
- Mind Domain
- NewGod Domain
- Night Domain
- Nobility Domain
- Plant Domain
- Pleasure Domain
- Porphyran Domain
- Preservation Domain
- Protection Domain
- Renewal Domain
- Repose Domain
- Retribution Domain
- Rune Domain
- Scalykind Domain
- Strength Domain
- Sun Domain
- Time Domain
- Travel Domain
- Trickery Domain
- Undead Domain
- Vermin Domain
- Void Domain
- War Domain
- Water Domain
- Wealth Domain
- Weather Domain