Homebrew classes - some advice please!

For a low magic setting I'm developing (and I might want to run in a PBP or OpenRPG environment, we'll see!) I want to develop, no kidding here, low magic classes. Or, rather, adopt low magic classes from other sources.

For low magic, I think the class based AC improvement of WoT, Star Wars and d20 Modern is a good idea. So, I've developed already a handful of classes -- a standard fighter, an unarmed light fighter (combination of PHB monk and WoT algai'd'siswai and a non=magic ranger (either Ken Hood's bushfighter or the WoT Woodsman -- still undecided.) I've also adopted three skill-user classes, the standard PHB rogue, the WoT Wanderer and the Rokugan Courtier.

So, what I'm wanting to do now is develop at least a handful of different magical options. Get this, though -- I want all spellcrafting classes to be prestige classes only, and I want at least half a dozen or so "flavors" of spell-casting classes. My question is, or what really amounts to an open call for ideas -- what are some of those classes going to be conceptually, what types of prereqs make sense (I'm thinking 3 ranks or Knowledge (arcana) as a cross-class skill for many of them, but I also want something more interesting...) and what types of spell-lists would they have? A ten level prestige class (much like the 10 level advanced mage class in d20 Modern) would only get up to 5th level spells, although I've also kicked around ideas for dangerous methods in which higher level spells can be attempted -- and I'd love to hear ideas on that too.

So, any inspiration from the folks out there? :D
 

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Here's some sample concepts I though of: demonologist. In this setting, the planes are simplified, so demonologist is a mage that gets his power from dealing with any fiend. I'll probably borrow special abilities from lots of BoVD prestige classes here, and create a spell list that focuses on summoning and other "dark" arts -- again, lots of BoVD spells, Armies of the Abyss spells, etc. will probably get used here.

A "study mage" -- one who studies magic as theory and then creates effects. Actually, I might do one of these like the Occultist from d20 Modern, and another that might be a sorta "standard" wizard-like character.

A green mage -- some similiarities to druids -- mages that harness the power of the environment.

Just to get the ball rolling...
 

You might want to use the word "Hermetic" rather than "study", it means the same thing and has a bit more flair.

But to add to your list, how about the old standbys of elementalists?
 

Yeah, I wasn't planning on using the term "study" mage, that was just shorthand to describe the concept. Hermetic does mean essentially the same thing, but I had forgotten.

Elementalists is a good idea, but I may only want a generic elementalist rather than four (or whatever) specific elementalists. Thanks.
 

I think this is a really cool idea of yours, working your way into the magic through prestige classes. It makes magic more of a goal. :)

Since magic isn't something that everyone can know at 1st level, how about something like the Meddler? The character who's tapping into stuff he doesn't understand so he gets all sorts of dangerous effects, and some he can't control.
 

You might want to check out Nat 20's new "the elements of magic" it uses on single class to represent all spell casters arcane and divine but it uses different flavors to represent different archetypes...it has a green mage and black and white magic users, plus it is very very easy to make new types by following the changes in flavor they present in the book.
 

Look into rokugan. it has a lot of ideas for magic variations. From Ki to elemental magic (toned down).

Also, spirritual weapons are cool concepts (samurai's daisho)
 

I've thought about elements of magic, although I don't want to concentrate too much on magic being the manipulation of four elemental forces. I'll probably have to pick that pdf up by default -- I'm always on the lookout for an alternate magic system.

I also have Rokugan, but I got it for free at the Chicago game day recently, so I haven't had a chance to look at it much yet. What's the basis of how that works?
 

JD:
I also have Rokugan, but I got it for free at the Chicago game day recently, so I haven't had a chance to look at it much yet. What's the basis of how that works?
Rokugan is spiritual magic. Basically, you call on the powers of your ancesters for one, or like clerics, you have a patron deity that grants you magic. Also, there is elemental/ nature manipulation, where you are a manifestation of an element, and its complement.

there are classes that are nonexistent in Rokugan, like Bard. Because bards are usually musicians, and are just skilled commoners (or i forget what they really are) but no one who is not learned or spiritual can cast magic. Most of it is divine- little to no arcane.
 

Balgus said:
Rokugan is spiritual magic. Basically, you call on the powers of your ancesters for one, or like clerics, you have a patron deity that grants you magic. Also, there is elemental/ nature manipulation, where you are a manifestation of an element, and its complement.

there are classes that are nonexistent in Rokugan, like Bard. Because bards are usually musicians, and are just skilled commoners (or i forget what they really are) but no one who is not learned or spiritual can cast magic. Most of it is divine- little to no arcane.
Hmmm, that may not work out well for me without quite a bit of modification, then. I'll probably ditch the whole mechanics of spellcasting in favor of making a skill check of some kind to cast a spell, but in essence, almost all of my spellcrafting will be "arcane" rather than "divine" in feel -- although there won't be the split really between them.
 

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