Different types of magic

Tattoo magic. You scribe spells on yourself, infusing your body with magical powers.

Totemism. You take on the aspects of your totem beast. This may involve the usage of multiple different masks if you have multiple totems.

Spirit Echoing. You cast magic by tapping the souls of other creatures, or the essence of other places, evoking effects related to them. You could draw upon the heat of a volcano halfway around the world, or the swiftness of a hawk.

Geomancy. By connecting with the magical ley line energy of the earth, you can draw power from anywhere in the world. Similar to spirit echoing above, but focused more on the forces of nature, and less upon animistic beliefs.
 

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Inspired by Lovecraft's Dunwich Horror:

Demonic Bloodline: An NC-17 ritual must be invoked to produce offspring with a demonic force. Henceforth, that bloodline will carry inherent magical power.
 

  • Naming magic: knowing the "true names" of things causes you to be able to gain power over them.
  • Song magic: able to influence your environment through magical song, i.e. Luthien, the Valar, etc.
 

Right,

To get a little serious and kind of detail one of these:

Magic based on Legend: Bards only: All spells are kind of enchantment based and allow the caster to inflict or empower the subject with an ability based out of a specific legend. Higher levels of spells indicate greater bonuses durations and feats.

Highest levels indicate ability to invest a hero with the 'stuff of legend' which would provide bonuses to a specific act and then allow the bard to use any successful application of that act as an additional spell.

Jump would become the 'Salmon leap of Cuchalain' or some such and spells could have very specific effects which would enable the heroes to pull off really elaborate stunts.

This would create a very stunt based style of play and lend itself to in-game glory dynamics.
 
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Thread magic (see Wheel of Time)
Mana Magic (See Everquest)

Time Magic- using the knowledge of time to create effects. haste, slow are but the common examples. Applied friction hasted to a high degree and add in combustive gas=fireball.

Astral/Ethereal Magic= travelling magic.

Parasite magic- perform a ritual that binds you to a willing orunwilling outsider and draw energy from the said outsider to create magical effects. If for some reason the outsider dies, the parasitic mage can bind another outsider by performing the ritual again.

Vermin magic= intrinsic magic of vermin used to cast spells. bee affinity= fly, poison, blindsight, magic missile, cat's grace, etc. Ant affinity= strength, poison, blindsight, magic fang, etc.
 

Here's an odd ball:

O Grafting: Magic based around stealing another's body parts and attach them to your own body to gain their special abilities. Think Agent A in the Men-In-Black cartoon.

O Mentalism: Magic through the mind. Only subtle magic; no flashy spells from evocation or animating the dead, etc.

Edit -----

O Sacrifice Magic: You fuel you spells by sacrificing various living beings. Not a very 'good' style for PCs to use. ;)
 
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o Homepathic Magic - by using small quantities of something, you can magnify its supposed properties or invert them. Like material components only more so... use a small pinch of arsenic to provide a poison ward, for example.

I'd like to second the idea of grafting. Agent A was mean. Does anyone think Savage Species might have rules you could pervert to this purpose?
 


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