When a path or other feature lets you discover a magical tradition, you gain one of the talents listed for that tradition. If you are discovering the same talent a second time, you gain a second talent. If you have four talents from a tradition already, you instead learn a novice spell from the tradition.
When a path or other feature lets you learn a new spell, it will specify which tier that spell is. You can then choose a spell of that or any lower tier from any of the traditions you have discovered.
Alternately, you can choose a spell you already have learned. If you do this, you increase the number of castings for this spell by the number of castings the spell normally grants. For instance, if the spell normally allows for 3 castings, you would have 6 castings for it after you select it a second time.
Normally you can cast any spell you have learned once, but some allow for more castings. You regain all castings after you rest.
| Name | Quick Description |
|---|---|
| Aeromancy | Wind and Weather |
| Alchemy | Object creation and transformation |
| Alteration | Transformation and enhancement |
| Animism | Nature |
| Astromancy | The sun, stars, and moon |
| Chaos | Randomness and Uncertainty |
| Chronomancy | Time |
| Conjuration | Bringing forth and sending away |
| Cryomancy | Cold and ice |
| Dark Arts | Cruelty, pain, and suffering |
| Destruction | Ruin and Disaster |
| Divination | Prediction and Espionage |
| Eldritch | Strange, alien powers |
| Enchantment | Manipulation and control |
| Evocation | Using words of power |
| Geomancy | Earth and stone |
| Hydromancy | Water |
| Illusion | Deception |
| Invocation | Calling upon the gods for aid. |
| Necromancy | Death and undeath |
| Oneiromancy | Dreams |
| Order | Law, force, and predictability |
| Primal | Beasts and violence |
| Protection | Defensive effects |
| Psychomancy | Mind, psychic powers |
| Pyromancy | Fire |
| Shadowmancy | Darkness |
| Skullduggery | Subterfuge, tricks and deceit |
| Spiritualism | Spirit World and Spirits |
| Symbolism | Runes and symbols |
| Technomancy | Technology |
| Teleportation | Movement |
| War | Combat |
| Faith* | Spells granted from gods, cannot be chosen as a tradition. |