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Different types of magic
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<blockquote data-quote="Azure Trance" data-source="post: 537070" data-attributes="member: 372"><p>Tallying list and stuff (like styles of magic covered by other books if you want rules for them). I took out the ones that were redundant (ie, two people mentioned Shadow)</p><p></p><p><strong>Anime Kidd</strong></p><ul> <li data-xf-list-type="ul">Seasonal: A bizarre form of magic based around the four seasons of spring, summer, autumn, and winter.</li> <li data-xf-list-type="ul"><strong>Themed magic that changes spell lists as times progresses</strong></li> <li data-xf-list-type="ul">Scroll: Solely relying on using scrolls for magic. </li> <li data-xf-list-type="ul"><strong>Reminds me a lot of T&B Candle Caster, perhaps could be used as a basis?</strong></li> <li data-xf-list-type="ul">Woodland: A mix between elemental and nature/druid magics.</li> <li data-xf-list-type="ul"><strong>Perhaps a new spell list is all that would be required</strong></li> <li data-xf-list-type="ul">Demon/Diabolism: Summon and bind extra-planar creatures.</li> <li data-xf-list-type="ul"><strong>Lots of sources, there's the fiendskin or something from T&B, and the one from Armies of the Abyss, etc</strong></li> <li data-xf-list-type="ul">Shadow: My version where they use darkness-, shadow- and cold-, and negative energy-based spells.</li> <li data-xf-list-type="ul"><strong>Shadow Magic, or Shadow Weave, is covered in Forgotten Realms</strong></li> <li data-xf-list-type="ul">Blood: Using blood to cast spells.</li> <li data-xf-list-type="ul"><strong>Blood Magus from T&B could be used to make it a core class</strong></li> <li data-xf-list-type="ul">Alchemy</li> <li data-xf-list-type="ul"><strong>I think this is covered in one of the PrC's from Magic of Faerun; if not I know I've seen a Potion-Class somewhere before</strong></li> </ul><p></p><p><strong>Terraism </strong></p><ul> <li data-xf-list-type="ul">Construction - The creation of items of power. </li> <li data-xf-list-type="ul"><strong>Artificer I think covers this from Magic of Farun</strong></li> <li data-xf-list-type="ul">Fate Weaver - Someone who can see the strings of fate and twist them, the subtle magic of probability</li> <li data-xf-list-type="ul"><strong>Class straight from T&B; plug n play</strong></li> </ul><p></p><p><strong>kenjib</strong></p><ul> <li data-xf-list-type="ul">Fortune Teller - Someone who can see the future through various means (such as palmistry, astrology, or a deck of cards), providing effects such as predicting the future or granting bonuses/penalties for the day</li> <li data-xf-list-type="ul"><strong>I think Relic and Rituals 2 and/or Occult Lore covers a Fortune Teller / Astrology type magic.</strong><br /> <strong>Animism</strong> - The animist calls upon various spirits to achieve his effects, to whom he must make sacrifices of various sorts. </li> <li data-xf-list-type="ul"><strong>Mongoose Publishing Shaman covers this, though they used the word interchangably with Totem</strong></li> <li data-xf-list-type="ul">Ancestor - Calls upon the power of ancestral spirits to do their bidding.</li> <li data-xf-list-type="ul"><strong>Perhaps just use the similar system of Animism with that?</strong></li> </ul><p></p><p><strong>wallshot</strong></p><ul> <li data-xf-list-type="ul">Rune Magic- ancient alphabet of the Old Gods, while each "letter" has its own power, when "words" or "sentences" are formed, true power and str are revield</li> <li data-xf-list-type="ul"><strong>Straight from Magic of Faerun</strong></li> <li data-xf-list-type="ul">Gem- each gem has its own inate power, but only thru the proper rights and rituals can these powers be brought to the surface. These gems have varying degrees of power, based on 1) quality of gem and 2) understand and ability of user </li> <li data-xf-list-type="ul"><strong>Ehm ... idea from MoF, but I'm sure it could be changed to scale and make it more thorough and cooler</strong></li> </ul><p></p><p><strong>Dr. Strangemonkey</strong></p><ul> <li data-xf-list-type="ul">genie based magic-summoning and commanding same getting spells through them</li> <li data-xf-list-type="ul"><strong>Em, not familiar at all with Al-Qadim but could be as small as flavor text to something much grander</strong></li> <li data-xf-list-type="ul">Carpet weaving magic: able to create huge amounts of very complex weaving based magic, watch out for a room full of tapestries or a man who's prayer rug seems too elaborate</li> <li data-xf-list-type="ul"><strong>No idea</strong></li> <li data-xf-list-type="ul">ghoul based magic: negative energy junkies, fairly hostile to undead since they can basically eat them up</li> <li data-xf-list-type="ul"><strong>Necro-specialist?</strong></li> <li data-xf-list-type="ul">astronomy based magic: basically hooking your metamagic feats on certain star configurations and charts</li> <li data-xf-list-type="ul"><strong>Mongoose released a book called Star Magic or something which deals with magic and the stars in alignment as does Occult Lore</strong></li> <li data-xf-list-type="ul">optic magic: lensmen! Only mystical and a lot less all powerful</li> <li data-xf-list-type="ul"><strong>No idea</strong></li> <li data-xf-list-type="ul">geomancy</li> <li data-xf-list-type="ul"><strong>Occult Lore has rules for Geomancy, to a lesser extent so does WOTC at the Master of the Wilds</strong></li> <li data-xf-list-type="ul">Spell Ascetics/Eaters: incorporate spells into your physical form and ascetic practices.</li> <li data-xf-list-type="ul"><strong>I think I saw a prestige class for this in Mongoose Ultimate Prestige Class book, something of a combo of spellcaster and monk</strong></li> <li data-xf-list-type="ul">clockwork mages: so many versions of these</li> <li data-xf-list-type="ul"><strong>Perhaps Artificer again from MoF? </strong></li> </ul><p></p><p><strong>Anime Kidd</strong></p><ul> <li data-xf-list-type="ul">Sand Magic: Magic revolving around sand and desert spells. </li> <li data-xf-list-type="ul"><strong>Simply new spell list if even</strong></li> </ul><p></p><p><strong>NoOneofConsequence</strong></p><ul> <li data-xf-list-type="ul">Card based magic - similar to scrolls but using an enchanted deck of cards for a spell focus. Specific hands must be dealt for each spells - spellcraft and gambling are important skills.</li> <li data-xf-list-type="ul"><strong>I really like this one, but don't know what a subsitute for it could be</strong></li> <li data-xf-list-type="ul">mandalas/sand wheels/pattern magic - magic forces can be manipulated by the drawing/crafting of intricate patterns in the appropriate materials. </li> <li data-xf-list-type="ul"><strong>Example of perhaps Rune Magic, except that would be pattern magic on stone only?</strong></li> </ul><p></p><p><strong>kenjib</strong></p><ul> <li data-xf-list-type="ul">Magic based around mutating and breeding new aberrations to serve the magi's nefarious purposes... </li> <li data-xf-list-type="ul"><strong>Saw a similar prestige class to this in Mongooses Ultimate PrC Book. More like Frankenstien, but you could create new guardians for you that lived for a short while. Could be changed with some effort.</strong></li> </ul><p></p><p><strong>s/LASH</strong></p><ul> <li data-xf-list-type="ul"><strong>Sympathetic Magic, where you use items from your target and little props to cause really big problems - drop a lizard onto a wax mannequin with your target's hair on it, and watch the poor sucker get attacked by a dragon for no apparent reason.<br /> [*]<strong>Occult Lore!</strong><br /> [*]Granted Magic, which is very similar to divine spells - you have a liege who keeps track of you in vague terms and can cast spells through you. You have to draw the liege's attention through ritual (the spell incantation), and gain the ability to handle the magical forces you channel or risk magical burn.<br /> [*]<strong>I don't know if I've seen it covered anywhere.</strong><br /> [*]Technomancy - you have a number of technological artifacts, but you have an instinctive psychological inhibition against using them because they're so powerful. <br /> [*]<strong>Like an artificer, but not as sucky? Or TechSmith perhaps</strong><br /> [*]Ki - or 'bursts of self-knowledge', in this case. You are able to bring out the best in yourself, but most of the time you're about as useless as a normal mage.<br /> [*]<strong>Hmmm ... don't know</strong><br /> [*]Possessor - You can take control of other people, either putting yourself in a trance or (at higher levels) merging entirely into them. You can eventually begin to 'upgrade' the bodies you possess with better natural weapons and armour... or cause them to implode or something.<br /> [*]<strong>Perhaps the Mindbender PrC from T&B, except with no upgrading?</strong><br /> [*]Hammerspace - You have access to a dimension containing a theoretically unlimited arsenal. The more powerful you grow, the better weapons and equipment you can pull from Hammerspace. Note that this allows you to wield really, really huge hammers without size penalty. <br /> [*]<strong>Is this from Planetary? Other then that, no idea.</strong></strong></li> </ul><p><strong></strong></p><p><strong> </strong></p><p><strong><strong>RangerWickett</strong> </strong></p><ul> <li data-xf-list-type="ul"><strong>Tattoo magic. You scribe spells on yourself, infusing your body with magical powers.</strong></li> <li data-xf-list-type="ul"><strong><strong>Off hand I know Monte covers it but I don't know who else does; probably many others.</strong></strong></li> </ul><p></p><p><strong><strong>Joshua Dyal</strong></strong></p><ul> <li data-xf-list-type="ul"><strong>Naming magic: knowing the "true names" of things causes you to be able to gain power over them.</strong></li> <li data-xf-list-type="ul"><strong><strong>There was a discussion about this earlier in the General Forum, some rules but not enough for a class.</strong></strong></li> <li data-xf-list-type="ul"><strong>Song magic: able to influence your environment through magical song, i.e. Luthien, the Valar, etc. </strong></li> <li data-xf-list-type="ul"><strong><strong>Bardic/Wizard PrC?</strong></strong></li> <li data-xf-list-type="ul"><strong>Kyramus Thread magic (see Wheel of Time)</strong></li> <li data-xf-list-type="ul"><strong><strong>Don't know :/</strong></strong></li> <li data-xf-list-type="ul"><strong>Mana Magic (See Everquest)</strong></li> <li data-xf-list-type="ul"><strong><strong>See that D20 Natural Product Elements of Magic</strong></strong></li> <li data-xf-list-type="ul"><strong>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.</strong></li> <li data-xf-list-type="ul"><strong><strong>Flavor, or if more if needed Mongoose released a book called Chronomancy</strong></strong></li> <li data-xf-list-type="ul"><strong>Astral/Ethereal Magic= travelling magic.</strong></li> <li data-xf-list-type="ul"><strong><strong>Wayfinder PrC from T&B</strong></strong></li> <li data-xf-list-type="ul"><strong>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.</strong></li> <li data-xf-list-type="ul"><strong><strong>Could be a lot depending on what outsider, If it was Elemental for example Elemental Savant from T&B could be it, but another outsider like a Demon could be covered from the Fiendskin instead.</strong></strong></li> <li data-xf-list-type="ul"><strong>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. </strong></li> <li data-xf-list-type="ul"><strong><strong>Shamnistic or flavor</strong></strong></li> </ul><p></p><p><strong><strong>Anime Kidd</strong></strong></p><ul> <li data-xf-list-type="ul"><strong>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.</strong></li> <li data-xf-list-type="ul"><strong><strong>No idea</strong></strong></li> <li data-xf-list-type="ul"><strong>Mentalism: Magic through the mind. Only subtle magic; no flashy spells from evocation or animating the dead, etc.</strong></li> <li data-xf-list-type="ul"><strong><strong>Psionics come to mind</strong></strong></li> <li data-xf-list-type="ul"><strong>Sacrifice Magic: You fuel you spells by sacrificing various living beings. Not a very 'good' style for PCs to use. </strong></li> <li data-xf-list-type="ul"><strong><strong>Book of Vile Darkness has rules for this.</strong></strong></li> </ul></p></blockquote><p></p>
[QUOTE="Azure Trance, post: 537070, member: 372"] Tallying list and stuff (like styles of magic covered by other books if you want rules for them). I took out the ones that were redundant (ie, two people mentioned Shadow) [b]Anime Kidd[/b] [list][*]Seasonal: A bizarre form of magic based around the four seasons of spring, summer, autumn, and winter. [*][b]Themed magic that changes spell lists as times progresses[/b] [*]Scroll: Solely relying on using scrolls for magic. [*][b]Reminds me a lot of T&B Candle Caster, perhaps could be used as a basis?[/b] [*]Woodland: A mix between elemental and nature/druid magics. [*][b]Perhaps a new spell list is all that would be required[/b] [*]Demon/Diabolism: Summon and bind extra-planar creatures. [*][b]Lots of sources, there's the fiendskin or something from T&B, and the one from Armies of the Abyss, etc[/b] [*]Shadow: My version where they use darkness-, shadow- and cold-, and negative energy-based spells. [*][b]Shadow Magic, or Shadow Weave, is covered in Forgotten Realms[/b] [*]Blood: Using blood to cast spells. [*][b]Blood Magus from T&B could be used to make it a core class[/b] [*]Alchemy [*][b]I think this is covered in one of the PrC's from Magic of Faerun; if not I know I've seen a Potion-Class somewhere before[/b][/list] [b]Terraism [/b] [list][*]Construction - The creation of items of power. [*][b]Artificer I think covers this from Magic of Farun[/b] [*]Fate Weaver - Someone who can see the strings of fate and twist them, the subtle magic of probability [*][b]Class straight from T&B; plug n play[/b][/list] [b]kenjib[/b] [list][*]Fortune Teller - Someone who can see the future through various means (such as palmistry, astrology, or a deck of cards), providing effects such as predicting the future or granting bonuses/penalties for the day [*][b]I think Relic and Rituals 2 and/or Occult Lore covers a Fortune Teller / Astrology type magic.[/b] [b]Animism[/b] - The animist calls upon various spirits to achieve his effects, to whom he must make sacrifices of various sorts. [*][b]Mongoose Publishing Shaman covers this, though they used the word interchangably with Totem[/b] [*]Ancestor - Calls upon the power of ancestral spirits to do their bidding. [*][b]Perhaps just use the similar system of Animism with that?[/b][/list] [b]wallshot[/b] [list][*]Rune Magic- ancient alphabet of the Old Gods, while each "letter" has its own power, when "words" or "sentences" are formed, true power and str are revield [*][b]Straight from Magic of Faerun[/b] [*]Gem- each gem has its own inate power, but only thru the proper rights and rituals can these powers be brought to the surface. These gems have varying degrees of power, based on 1) quality of gem and 2) understand and ability of user [*][b]Ehm ... idea from MoF, but I'm sure it could be changed to scale and make it more thorough and cooler[/b][/list] [b]Dr. Strangemonkey[/b] [list][*]genie based magic-summoning and commanding same getting spells through them [*][b]Em, not familiar at all with Al-Qadim but could be as small as flavor text to something much grander[/b] [*]Carpet weaving magic: able to create huge amounts of very complex weaving based magic, watch out for a room full of tapestries or a man who's prayer rug seems too elaborate [*][b]No idea[/b] [*]ghoul based magic: negative energy junkies, fairly hostile to undead since they can basically eat them up [*][b]Necro-specialist?[/b] [*]astronomy based magic: basically hooking your metamagic feats on certain star configurations and charts [*][b]Mongoose released a book called Star Magic or something which deals with magic and the stars in alignment as does Occult Lore[/b] [*]optic magic: lensmen! Only mystical and a lot less all powerful [*][b]No idea[/b] [*]geomancy [*][b]Occult Lore has rules for Geomancy, to a lesser extent so does WOTC at the Master of the Wilds[/b] [*]Spell Ascetics/Eaters: incorporate spells into your physical form and ascetic practices. [*][b]I think I saw a prestige class for this in Mongoose Ultimate Prestige Class book, something of a combo of spellcaster and monk[/b] [*]clockwork mages: so many versions of these [*][b]Perhaps Artificer again from MoF? [/b][/list] [b]Anime Kidd[/b] [list][*]Sand Magic: Magic revolving around sand and desert spells. [*][b]Simply new spell list if even[/b][/list] [b]NoOneofConsequence[/b] [list][*]Card based magic - similar to scrolls but using an enchanted deck of cards for a spell focus. Specific hands must be dealt for each spells - spellcraft and gambling are important skills. [*][b]I really like this one, but don't know what a subsitute for it could be[/b] [*]mandalas/sand wheels/pattern magic - magic forces can be manipulated by the drawing/crafting of intricate patterns in the appropriate materials. [*][b]Example of perhaps Rune Magic, except that would be pattern magic on stone only?[/b][/list] [b]kenjib[/b] [list][*]Magic based around mutating and breeding new aberrations to serve the magi's nefarious purposes... [*][b]Saw a similar prestige class to this in Mongooses Ultimate PrC Book. More like Frankenstien, but you could create new guardians for you that lived for a short while. Could be changed with some effort.[/b][/list] [b]s/LASH[/b] [list][b]Sympathetic Magic, where you use items from your target and little props to cause really big problems - drop a lizard onto a wax mannequin with your target's hair on it, and watch the poor sucker get attacked by a dragon for no apparent reason. [*][b]Occult Lore![/b] [*]Granted Magic, which is very similar to divine spells - you have a liege who keeps track of you in vague terms and can cast spells through you. You have to draw the liege's attention through ritual (the spell incantation), and gain the ability to handle the magical forces you channel or risk magical burn. [*][b]I don't know if I've seen it covered anywhere.[/b] [*]Technomancy - you have a number of technological artifacts, but you have an instinctive psychological inhibition against using them because they're so powerful. [*][b]Like an artificer, but not as sucky? Or TechSmith perhaps[/b] [*]Ki - or 'bursts of self-knowledge', in this case. You are able to bring out the best in yourself, but most of the time you're about as useless as a normal mage. [*][b]Hmmm ... don't know[/b] [*]Possessor - You can take control of other people, either putting yourself in a trance or (at higher levels) merging entirely into them. You can eventually begin to 'upgrade' the bodies you possess with better natural weapons and armour... or cause them to implode or something. [*][b]Perhaps the Mindbender PrC from T&B, except with no upgrading?[/b] [*]Hammerspace - You have access to a dimension containing a theoretically unlimited arsenal. The more powerful you grow, the better weapons and equipment you can pull from Hammerspace. Note that this allows you to wield really, really huge hammers without size penalty. [*][b]Is this from Planetary? Other then that, no idea.[/b][/b][/list][b] [b]RangerWickett[/b] [list][*]Tattoo magic. You scribe spells on yourself, infusing your body with magical powers. [*][b]Off hand I know Monte covers it but I don't know who else does; probably many others.[/b][/list] [b]Joshua Dyal[/b] [list][*]Naming magic: knowing the "true names" of things causes you to be able to gain power over them. [*][b]There was a discussion about this earlier in the General Forum, some rules but not enough for a class.[/b] [*]Song magic: able to influence your environment through magical song, i.e. Luthien, the Valar, etc. [*][b]Bardic/Wizard PrC?[/b] [*]Kyramus Thread magic (see Wheel of Time) [*][b]Don't know :/[/b] [*]Mana Magic (See Everquest) [*][b]See that D20 Natural Product Elements of Magic[/b] [*]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. [*][b]Flavor, or if more if needed Mongoose released a book called Chronomancy[/b] [*]Astral/Ethereal Magic= travelling magic. [*][b]Wayfinder PrC from T&B[/b] [*]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. [*][b]Could be a lot depending on what outsider, If it was Elemental for example Elemental Savant from T&B could be it, but another outsider like a Demon could be covered from the Fiendskin instead.[/b] [*]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. [*][b]Shamnistic or flavor[/b][/list] [b]Anime Kidd[/b] [list][*]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. [*][b]No idea[/b] [*]Mentalism: Magic through the mind. Only subtle magic; no flashy spells from evocation or animating the dead, etc. [*][b]Psionics come to mind[/b] [*]Sacrifice Magic: You fuel you spells by sacrificing various living beings. Not a very 'good' style for PCs to use. [*][b]Book of Vile Darkness has rules for this.[/b] [/list][/b] [/QUOTE]
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