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Magic Tradition
There are several magic traditions: alchemy, arcane, divine, occult, primal. Depending on which tradition your magic is from, determines what components you must use to activate those powers.
ALCHEMY
Also known as "technology" or "science", alchemy is the study of chemistry, mechanics, and physics and how these principles interact with magical creatures, objects, substances, and other magical phenomena. It is rumored among alchemists that it's possible to create alchemy without the use of magical substances, but such rumors have barely amounted to anything more than black powder and steam engines. Some creatures have innate alchemical powers stemming from their unique physiology rather than actual magic (such as a Razor Swine's Quill Volley or Olgoi-khorkhoi's Poison Mucus).
Components: Focus, Material, Somatic, Verbal. All alchemy spells require a focus or material component and one other component (3 total). Effects that allow you to use magic without a component (such as Eschew Materials, Silent Spell, Still Spell, etc.) can remove the need for focus or material components, but not both. Material components can be collected into a focus like ammunition and expended as such, negating the need for a component pouch. Creatures with innate alchemy may simply need to eat or drink their fill of certain substances each day to have the material components they need.
Special: Alchemy can never have the Chaos, Evil, Good, Law, Necrotic, or Radiant descriptors nor deal any of these damage types.
ARCANE
Also known as "wizardry" or "runic magic", arcane magic is the study of ciphers, glyphs, sigils, and words of power.
Components: Focus, Mental, Somatic, Verbal. All arcane spells require a somatic or verbal component and one other component (3 total). Effects that allow you to use magic without a component (such as Eschew Materials, Silent Spell, Still Spell, etc.) can remove the need for somatic or verbal components, but not both.
Special: Arcane magic can never have the Morph, Necrotic, Polymorph, Radiant, or Restoration descriptors nor deal any of these damage types.
DIVINE
Also known as "celestial magic," "holy magic," "miracle working", and "thaumaturgy," divine magic is the practice of channeling the power of creation, faith, hope, humility, love, order, and prayer. Divine magic is used by aeons, angels, archons, clerics, holy men, priests, prophets, and similar entities.
Components: Emotion, Focus, Mental, Verbal. All divine spells require a emotion or focus component and one other component (3 total). Effects that allow you to use magic without a component (such as Eschew Materials, Silent Spell, Still Spell, etc.) can remove the need for emotion or focus components, but not both.
Special: Divine magic can never have the Chaos or Evil descriptors. If divine magic deals any damage other than Good or Law damage, half the damage is converted to either Good or Law damage and the effect gains that descriptor.
OCCULT
Also known as "devilry," "sorcery," "witchcraft," and "infernal magic," occult magic is the practice of channeling chaos, despair, destruction, hate, pride, secret, and other dark powers. Occult magic is used by demons, devils, great old ones, warlocks, witches, and similar entities.
Components: Emotion, Material, Mental, Verbal. All occult spells require a focus or mental component and one other component (3 total). Effects that allow you to use magic without a component (such as Eschew Materials, Silent Spell, Still Spell, etc.) can remove the need for focus or mental components, but not both.
Special: Occult magic can never have the Good or Law descriptors. If occult magic deals any damage other than Chaos or Evil damage, half the damage is converted to either Chaos or Evil damage and the effect gains that descriptor.
PRIMAL
Also known as "druidism" or "shamanism", primal magic is the practice of channeling the power of nature and the elemental and primal forces.
Components: Emotion, Focus, Material, Mental. All primal spells require a material or emotion component and one other component (3 total). Effects that allow you to use magic without a component (such as Eschew Materials, Silent Spell, Still Spell, etc.) can remove the need for material or emotion components, but not both.
Special: Primal magic can never have the Chaos, Evil, Good, Law descriptors nor deal any of these damage types.