Alchemy (Int)
- Alchemy practitioners are known as 'alchemists'.
- Alchemists are able to use their qi to tap into the essence of ingredients, refine them together, and store them in volatile pills.
- Alchemy practitioners use their Intelligence as their cultivation modifier as the tradition requires detailed learning and understanding of ingredients.
- Alchemy arts, in the form of volatile pills, must be prepared in advance.
- Volatie pills can be refined within an alchemist's turn, but at the cost of becoming inert and useless after after a day, and can only be activated by the alchemist himself.
- Alchemists gain twice the benefit of using power components for alchemy arts if they are trained in the Alchemy skill, three times at expert, four times at master, and five times at legendary.
- Recovery:
Arcane (Int)
- Arcane practitioners are known as 'arcanists', but also go by other names: 'mages', 'sorcerers', 'wizards'.
- Arcanists meditate on metaphysical formulas, equations, and theories of the multiversal reality. When they achieve a level of understanding, the enlightenment enables them to refine their qi into formations that tap into the essence of reality itself.
- Arcanists use their Intelligence as their cultivation modifier as the tradition requires detailed learning and understanding of complex metaphysical concepts and formulas.
- Arcane arts must be prepared in advance. Arcanists refine their qi into formations stored in the channels of their core, ready to be triggered upon command.
- Arcanists have an easier time at writing magic scrolls.
- Recovery:
Bardic (Cha)
- Bardic practitioners are known as 'bards'.
- Bards use tap into the raw power of emotions and feelings evoked by the arts, and refine them with their qi to manifest fantastical effects.
- Bards use Charisma as their cultivation modifier as much of their power relies on the bard's confidence and allure.
- Bardic are always have an audio or visual component and can never be executed stealthily, unless they have a target of personal.
- (benefit)
- Recovery:
Blood (Cha)
- Blood practitioners are known as 'sanguinists', and also sometimes as 'bloodmages', 'hemomancers', or 'hemophages'.
- There can be no life without magic, and no magic without life. Sanguinists are able to tap into the essence of the universe using blood, the vital fluid that flows through all living creatures, as their medium.
- Sanguinists use Charisma as their cultivation modifier as tapping into the essence in blood requires a powerful sense of self.
- Sanguinists can use Charisma instead of Consutition for any calculation that uses that attribute.
- Recovery:
Faith
- Faith practitioners are known as 'priests'. Other names they are known by are 'clerics', 'oracles'.
- Priests draw their arts from a complete faith in a patron, an ideal, a concept. That faith and trust in another is so powerful that it transcends the priest's connection to it into the power that lies beyond physical reality.
spells with alignment descriptor cannot be cast if does not match divine caster's source.
When casting a divine spell, the divine caster can increase the spell's casting time by 1 act to make a Knowledge (religion) check. The caster can treat his spell as being a number of tiers higher equal to the check's result divided by 20 (up to his maximum tier), but only to determine the number of checks or dice that scale up by the spell's tier, and the spell's DC. The spell's actual tier does not change.
Nature
- Nature practitioners are known as 'animists'. Other names there are known by are 'druids', 'shamans'.
- Animists form a deep connection between their own essence with that of life and nature around them.
When casting a nature spell, the nature caster can increase the spell's casting time by 1 act to make a Knowledge (nature) check. The caster can treat her spell as being a number of tiers higher equal to the check's result divided by 20 (up to her maximum tier), but only to determine the number of checks or dice that scale up by the spell's tier, and the spell's DC. The spell's actual tier does not change.
When a nature caster casts a spell with an elemental descriptor (acid, air, cold, earth, electricity, fire, and water) and she is in physical contact with the matching element, she can increase her spell's tier as being one higher (up to her maximum tier), but only to determine the number of checks or dice that scale up by the spell's tier, and the spell's DC (the spell's actual tier does not change). This stacks with with tier increase from making a Knowledge (nature) check. The contact between the element must be against the caster's natural body with no clothing or other barriers in-between, even if this contact deals damage to her.
Occult
- Occult practictioners are known as 'occultists'. Some are also called 'witches', 'warlocks'.
Occult spells are also called rituals. The casting time of rituals are always in minutes per tier, regardless of what is listed in the spell's description.
Occut casters are not naturally trained spellcasters, and magic does not come easily to them. They rely on their knowledge of mystical lore, belief in superstitions, and ritualized practices almost haphazardly formed over many generations.
Occult casters need to make Lore check related to the spell (GM fiat) at DC 10 + the spell's tier. Alternatively, they use an appropriate Knowledge skill (GM fiat), but the DC is increased by 5. Lastly, they can instead use Spellcraft, but the DC is increased by 10.
Occult casters can augment rituals by adding more standard actions to the casting time. Each additional standard action increases the spell's tier by 1 to determine the number of checks or dice that scale up by tier and the spell's DC (the spell's actual tier does not change. The caster must choose to extend the casting time before completing the spell's casting.
Prana
Prana spells do not require material components, but instead require the caster to spend ki points. A prana spell costs ki points equal to its tier.
Prana casters can augment prana spells by spending additional ki points:
- 1 point for each caster level increase by 1,
- 2 points for each effective spell tier increase by 1 (up to her maximum tier), but only to determine the number of checks or dice that scale up by the spell's tier, and the spell's DC (the spell's actual tier does not change).
Psychic
- Psychic practictioners are simply known as 'psychics, but can also be called 'psions'.
Psychic magic is also known as psionics, and relies on powerful minds capable of generating magical energy through thoughts alone.
Casting psychic spells cost psi points equal to their tier, but does not need somatic or material components except for those with a listed cost.
Psychic casters can augment psychic spells by spending additional psi points:
- 1 point for each caster level increase by 1,
- 2 points for each effective spell tier increase by 1 (up to her maximum tier), but only to determine the number of checks or dice that scale up by the spell's tier, and the spell's DC (the spell's actual tier does not change).