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Elements of Magic - Mythic Earth (post-release proofread complete!)
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<blockquote data-quote="donm61873" data-source="post: 2727982" data-attributes="member: 4982"><p>I thought it might be easier to understand what I'm thinking of with tradition feats if I posted some ideas. I'm working with Greyhawk deities so that it's easier to understand what the God should imply.</p><p></p><p>INITIATE OF BEORY [TRADITION]</p><p>Your faith in Beory, Fountain of Life, governs your magical power.</p><p>Benefit: All magical skills are class skills to you, but you may not use death, mental or sonic Attack spells, do not gain telepathic or mind reading Charm spells, and may only use obedient Summon spells.</p><p>Mishaps: You take damage equal to the spell level, and suffer a -1 penalty on all Spellcasting checks for the remainder of the day.</p><p></p><p>STUDENT OF BOCCOB [TRADITION]</p><p>Your steps walk in the footprints of Boccob the Uncaring, Master of Arcane Knowledge.</p><p>Benefit: All magical skills are class skills to you. </p><p>Mishaps: You suffer a cumulative -4 penalty to spellcasting checks for the rest of the day.</p><p></p><p>SERVANT OF INCABULOS [TRADITION]</p><p>Your willing service to Incabulos, master of evil sendings, grants you magical power.</p><p>Benefit: You gain the magical skills Attack, Charm, Cure, Defend, and Illusion as class skills. Your Attack spells deal death or mental damage. You gain a +2 bonus on Attack death spellcasting checks.</p><p>Mishaps: Choose a non-lethal affliction from the Attack spell of approximately the same level as the spell, such as blindness, fatigue, or some combination of effects. The affliction lasts for the remainder of the day, cannot be healed magically, and allows no saving throw, to teach you respect for your master.</p><p></p><p>MYSTERY OF ISTUS [TRADITION]</p><p>You have learned your magical powers from the service of Istus, Mistress of Fate.</p><p>Benefit: You gain the magical skills Charm, Cure, Defend, Divine, and Summon. You also gain Concentration as a class skill.</p><p>Mishaps: You lose your sense of where or when you are, perceiving another place or time for a number of rounds equal to the spell's level. During this time, you are considered blind and deaf. This effect can be dispelled, restoring you to normal.</p><p></p><p>CULTIST OF NERULL [TRADITION]</p><p>Your task is to gather souls to Nerull, Lord of the Dark and Prince of Death.</p><p>Benefit: You gain the magical skills Attack, Cure, Defend, Divine and Transform as class skills. Your Attack spells deal death damage.</p><p>If you have a sharp weapon handy, you can choose to deliver a coup de grace to a helpless sentient creature, gaining a +4 blood bonus to your skill check, if you begin casting your spell immediately after killing the creature. You can choose simply to deal 1d6 points of damage to such a creature instead, gaining only a +1 blood bonus to the magical skill check for that spell.</p><p>Mishaps: You take 2 points of Constitution damage, and also take damage equal to the spell's level. If you cast the spell using a blood bonus from a coup de grace, your spell simply fails, and you suffer no damage.</p><p></p><p>Some beginning ideas for campaign-specific fantasy religious tradition feats. I'd love to know if I'm close to the right track, or way off base...</p></blockquote><p></p>
[QUOTE="donm61873, post: 2727982, member: 4982"] I thought it might be easier to understand what I'm thinking of with tradition feats if I posted some ideas. I'm working with Greyhawk deities so that it's easier to understand what the God should imply. INITIATE OF BEORY [TRADITION] Your faith in Beory, Fountain of Life, governs your magical power. Benefit: All magical skills are class skills to you, but you may not use death, mental or sonic Attack spells, do not gain telepathic or mind reading Charm spells, and may only use obedient Summon spells. Mishaps: You take damage equal to the spell level, and suffer a -1 penalty on all Spellcasting checks for the remainder of the day. STUDENT OF BOCCOB [TRADITION] Your steps walk in the footprints of Boccob the Uncaring, Master of Arcane Knowledge. Benefit: All magical skills are class skills to you. Mishaps: You suffer a cumulative -4 penalty to spellcasting checks for the rest of the day. SERVANT OF INCABULOS [TRADITION] Your willing service to Incabulos, master of evil sendings, grants you magical power. Benefit: You gain the magical skills Attack, Charm, Cure, Defend, and Illusion as class skills. Your Attack spells deal death or mental damage. You gain a +2 bonus on Attack death spellcasting checks. Mishaps: Choose a non-lethal affliction from the Attack spell of approximately the same level as the spell, such as blindness, fatigue, or some combination of effects. The affliction lasts for the remainder of the day, cannot be healed magically, and allows no saving throw, to teach you respect for your master. MYSTERY OF ISTUS [TRADITION] You have learned your magical powers from the service of Istus, Mistress of Fate. Benefit: You gain the magical skills Charm, Cure, Defend, Divine, and Summon. You also gain Concentration as a class skill. Mishaps: You lose your sense of where or when you are, perceiving another place or time for a number of rounds equal to the spell's level. During this time, you are considered blind and deaf. This effect can be dispelled, restoring you to normal. CULTIST OF NERULL [TRADITION] Your task is to gather souls to Nerull, Lord of the Dark and Prince of Death. Benefit: You gain the magical skills Attack, Cure, Defend, Divine and Transform as class skills. Your Attack spells deal death damage. If you have a sharp weapon handy, you can choose to deliver a coup de grace to a helpless sentient creature, gaining a +4 blood bonus to your skill check, if you begin casting your spell immediately after killing the creature. You can choose simply to deal 1d6 points of damage to such a creature instead, gaining only a +1 blood bonus to the magical skill check for that spell. Mishaps: You take 2 points of Constitution damage, and also take damage equal to the spell's level. If you cast the spell using a blood bonus from a coup de grace, your spell simply fails, and you suffer no damage. Some beginning ideas for campaign-specific fantasy religious tradition feats. I'd love to know if I'm close to the right track, or way off base... [/QUOTE]
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