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Elements of Magic - Mythic Earth (post-release proofread complete!)
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<blockquote data-quote="Alzrius" data-source="post: 2631620" data-attributes="member: 8461"><p>Here's a few from classic D&D: elven bladesinging, Shadow Weave Magic, fiend-worshipping, defiling, wild magic, and realm magic (from <em>Birthright</em>). These were just things I came up with off the top of my head, so feel free to alter them for the web enhancement. If I can think of anymore, I'll post them here also.</p><p></p><p><strong>Singing Blade [Tradition]</strong></p><p>You believe that your training with a weapon has reached mystical levels.</p><p><strong>Prerequisites:</strong> Weapon focus.</p><p><strong>Benefit:</strong> You gain the magical skills Attack, Charm, and Defend.</p><p>When casting a signature spell, you may immediately attack with the weapon that is the subject of your Weapon Focus feat. This attack is made immediately after casting your spell, and only if you have the weapon in hand, or could draw it as a free action.</p><p><strong>Rituals:</strong> Your rituals consist of long, graceful weapon forms that you perform. Each round, you must make a melee attack roll against AC (5 + ½ spell level) to make the proper motions.</p><p><strong>Mishaps:</strong> You accidently damage yourself for damage equal to ½ the spell’s level (round down, at least 1 point of damage). Damage reduction doesn’t stop this damage.</p><p></p><p><strong>Shadowed Magic [Tradition]</strong></p><p>You believe that your magic is formed of subtle shadows, and is more subtle than normal sorcery.</p><p><strong>Benefits:</strong> You gain the magical skills Illusion, Move, and Transform.</p><p>Spellcasters without this magical tradition feat suffer a -2 penalty when attempting to detect or dispel your spells.</p><p>Whenever your spells are cast in shadowy illumination or darkness, the DC to resist them gains a +1 bonus. In areas of bright light, the DC to resist takes a -1 penalty.</p><p><strong>Rituals:</strong> Rituals for this tradition must be conducted in deep shadows. As the ritual progresses, light sources must be gradually extinguished, leaving you in total darkness.</p><p><strong>Mishaps:</strong> You blind yourself for 1 round per level of the spell you were casting.</p><p></p><p><strong>Blasphemous [Tradition]</strong></p><p>You believe that your magic is granted to you through the favor of fiendish horrors.</p><p><strong>Benefits:</strong> You gain the magical skills Divine and Summon.</p><p>Once per day per Wisdom bonus (minimum once) you can make an opposed caster level check against another spellcaster that has summoned a creature. Success enables you to treat the creature as though you had summoned it. All aspects of the spell (duration, etc.) are still figured by the original spellcaster’s statistics.</p><p><strong>Rituals:</strong> Rituals tend to be dark pleas to evil powers, asking for their grace and guidance. They tend to involve perverse or otherwise gruesome acts to gain the favor of your fiendish patron.</p><p><strong>Mishaps:</strong> Your fiendish patron curses you, resulting in you taking a -2 penalty to all die rolls for a number of rounds equal to ½ the level of the spell you were casting.</p><p></p><p><strong>Defiling [Tradition]</strong></p><p>You believe that your magic is powered by stealing the life force of plants.</p><p><strong>Benefit:</strong> You gain access to all magic skills. However, casting spontaneous spells takes four rounds, since you need to gather life energy from the ground around you. During these rounds, enemies take an initiative penalty equal to ½ the level of the spell you’re casting.</p><p><strong>Rituals:</strong> Rituals of this tradition blight the land around them. For a ten foot radius per spell level, the land is permanently razed, unable to ever support life again.</p><p><strong>Mishaps:</strong> You are unable to draw energy from the foliage around you, and instead draw it from yourself, taking 1 point of damage per spell level.</p><p></p><p><strong>Chaotic Mage [Tradition]</strong></p><p>You believe your magic is formed from the stuff of raw chaos.</p><p><strong>Benefit:</strong> You gain access to the magic skills Create, Illusion, Move, and Transform. Whenever you cast a spontaneous spell, add a total of (1d6-3) to your caster level. Negative results on the die check are a penalty to your caster level.</p><p><strong>Rituals:</strong> This tradition has no rituals.</p><p><strong>Mishaps:</strong> Anything can happen with a mishap in this tradition. GMs are encouraged to come up with random effects.</p><p></p><p><strong>Sovereign Spellcaster [Tradition]</strong></p><p>You believe your magic comes from an ancient connection you have with your land.</p><p><strong>Benefit:</strong> You gain the access to the magic skills Charm, Defend, Divine, and Move.</p><p>You gain a special connection with an area of land, one square mile per character level, due to a mystic bond one of your ancestors forged with the land long ago. The area of land increases in size every time you gain a new level, representing your increased connection to your land. All of your spells cast while on your land gain bonus skill ranks equal to ½ your character level that may only be spent on range enhancement. All of your Move spells, however, may only have a destination on your land.</p><p><strong>Rituals:</strong> Rituals involving this tradition typically take place outdoors on the highest portion of your land. </p><p><strong>Mishaps:</strong> Miscasting a spell temporarily severs your connection to your land, and the loss of the mystical connection leaves you shaken for ½ the intended spell’s duration.</p></blockquote><p></p>
[QUOTE="Alzrius, post: 2631620, member: 8461"] Here's a few from classic D&D: elven bladesinging, Shadow Weave Magic, fiend-worshipping, defiling, wild magic, and realm magic (from [I]Birthright[/I]). These were just things I came up with off the top of my head, so feel free to alter them for the web enhancement. If I can think of anymore, I'll post them here also. [B]Singing Blade [Tradition][/b] You believe that your training with a weapon has reached mystical levels. [B]Prerequisites:[/B] Weapon focus. [B]Benefit:[/B] You gain the magical skills Attack, Charm, and Defend. When casting a signature spell, you may immediately attack with the weapon that is the subject of your Weapon Focus feat. This attack is made immediately after casting your spell, and only if you have the weapon in hand, or could draw it as a free action. [B]Rituals:[/B] Your rituals consist of long, graceful weapon forms that you perform. Each round, you must make a melee attack roll against AC (5 + ½ spell level) to make the proper motions. [B]Mishaps:[/B] You accidently damage yourself for damage equal to ½ the spell’s level (round down, at least 1 point of damage). Damage reduction doesn’t stop this damage. [B]Shadowed Magic [Tradition][/B] You believe that your magic is formed of subtle shadows, and is more subtle than normal sorcery. [B]Benefits:[/B] You gain the magical skills Illusion, Move, and Transform. Spellcasters without this magical tradition feat suffer a -2 penalty when attempting to detect or dispel your spells. Whenever your spells are cast in shadowy illumination or darkness, the DC to resist them gains a +1 bonus. In areas of bright light, the DC to resist takes a -1 penalty. [b]Rituals:[/b] Rituals for this tradition must be conducted in deep shadows. As the ritual progresses, light sources must be gradually extinguished, leaving you in total darkness. [B]Mishaps:[/B] You blind yourself for 1 round per level of the spell you were casting. [B]Blasphemous [Tradition][/B] You believe that your magic is granted to you through the favor of fiendish horrors. [B]Benefits:[/B] You gain the magical skills Divine and Summon. Once per day per Wisdom bonus (minimum once) you can make an opposed caster level check against another spellcaster that has summoned a creature. Success enables you to treat the creature as though you had summoned it. All aspects of the spell (duration, etc.) are still figured by the original spellcaster’s statistics. [B]Rituals:[/B] Rituals tend to be dark pleas to evil powers, asking for their grace and guidance. They tend to involve perverse or otherwise gruesome acts to gain the favor of your fiendish patron. [B]Mishaps:[/B] Your fiendish patron curses you, resulting in you taking a -2 penalty to all die rolls for a number of rounds equal to ½ the level of the spell you were casting. [B]Defiling [Tradition][/B] You believe that your magic is powered by stealing the life force of plants. [B]Benefit:[/B] You gain access to all magic skills. However, casting spontaneous spells takes four rounds, since you need to gather life energy from the ground around you. During these rounds, enemies take an initiative penalty equal to ½ the level of the spell you’re casting. [B]Rituals:[/B] Rituals of this tradition blight the land around them. For a ten foot radius per spell level, the land is permanently razed, unable to ever support life again. [b]Mishaps:[/b] You are unable to draw energy from the foliage around you, and instead draw it from yourself, taking 1 point of damage per spell level. [B]Chaotic Mage [Tradition][/B] You believe your magic is formed from the stuff of raw chaos. [B]Benefit:[/B] You gain access to the magic skills Create, Illusion, Move, and Transform. Whenever you cast a spontaneous spell, add a total of (1d6-3) to your caster level. Negative results on the die check are a penalty to your caster level. [B]Rituals:[/B] This tradition has no rituals. [B]Mishaps:[/B] Anything can happen with a mishap in this tradition. GMs are encouraged to come up with random effects. [B]Sovereign Spellcaster [Tradition][/B] You believe your magic comes from an ancient connection you have with your land. [B]Benefit:[/B] You gain the access to the magic skills Charm, Defend, Divine, and Move. You gain a special connection with an area of land, one square mile per character level, due to a mystic bond one of your ancestors forged with the land long ago. The area of land increases in size every time you gain a new level, representing your increased connection to your land. All of your spells cast while on your land gain bonus skill ranks equal to ½ your character level that may only be spent on range enhancement. All of your Move spells, however, may only have a destination on your land. [B]Rituals:[/B] Rituals involving this tradition typically take place outdoors on the highest portion of your land. [B]Mishaps:[/B] Miscasting a spell temporarily severs your connection to your land, and the loss of the mystical connection leaves you shaken for ½ the intended spell’s duration. [/QUOTE]
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