Magic Traditions

Version 0.12 · not yet playtested

Jon Mayo. PUBLIC DOMAIN (CC0-1.0)

The base rules already run magic: hold a source, mark 1 stress, roll Will, read the three bands, and on a Failure it turns on the caster (see Magic in the SRD). That is a complete, colorless engine for the supernatural. A tradition is what gives one setting’s magic its own face: where the power comes from, what it costs beyond that marked stress, and the particular way it goes wrong.

This rung is the framework for building a tradition and five ready ones to drop in or reskin. It adds no new dice, and, importantly, no new tracks: each tradition’s distinctive cost is carried by machinery the engine already has, stress, the condition track, a clock, a lasting mark, a downtime project.

1 What a Tradition Sets

Extending the SRD’s “Authoring a Tradition,” a tradition names five things:

  1. The source, and the cost of holding it (a grimoire in a slot, an implant that fills a slot for good, a pact, a reagent lab).
  2. The casting attribute (Will by default; a lore-magic might cast on Wits).
  3. The cost of a casting beyond the base stress (below).
  4. The flavor of “wrong”, the signature the Failure line wears.
  5. A sample spell list, each spell three band-lines (Magic).

2 The Cost Levers

Pick one distinctive cost per tradition, on top of or in place of the base stress. That one cost is the tradition’s identity; do not stack them.

3 Five Traditions

3.1 Arcane (the renewable baseline)

3.2 Eldritch (dread)

Forbidden lore that answers, and looks back.

3.3 Alchemy (brews)

Magic made ahead in a lab, carried in a vial, spent later.

3.4 Pact (the patron)

Power lent by a bound thing that always, always collects.

3.5 Blood (vitality)

No book, no bargain, only what you are willing to spend of yourself.

4 For Authors

Choose the one cost that says what your magic is, write the Failure line so it bites in that tradition’s voice, and give three or four spells as three-band lines. Reach for a new track only if none of stress, a wound, a clock, a mark, or a project can carry the price, and it almost always can. A setting may run one tradition or several side by side; each caster works the one their source and training grant.