Ideas for Tome of Magic II


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Razz said:
No, no more new subsystems.

If there is a Tome of Magic II being considered by WotC I really hope it simply adds to Tome of Magic I. In other words, more material for the classes and magic systems in Tome of Magic I. And fixes to them, too, along with errata.

If you let WotC continue making new stuff they never support their new "old" stuff. Wouldn't you rather see more material expanded for Tome of Magic I than new systems of magic creatd and forgotten?

Actually, I think they did a pretty good job covering all the bases in Volume 1. I've heard that some of these new classes / systems don't play well, for various reasons, but I'd rather see them do just as great of a job with three new systems.

Hmm...I don't have a name for this idea, but I have this notion of characters manipulating the "ley lines" of Good and Evil, Law and Chaos to make magical effects. Sort of a Moorcock thing, I guess...if the cosmos itself is laid out along these two axis, a character should be able to tap into that.

What about Shamanism --- a real Joseph Campbell approach to it, or something like the old AD&D 2.0 "Shaman" supplement?

Also Campbellian --- Archetype Magic. Gain powers by aligning yourself to certain fundamental archetypes --- the Green Man, the Mother, the Trickster, etc. This was done nicely in Unknown Armies.

There's always chronomancy. Not sure I'd want to screw with it myself, though.....
 
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JPL,

I have feeling that much of the D&D fan base wants to stay far away from Chronomancy for a while.

But you're ley lines idea has merit, plus a Shaman base class that isn't spirit shaman would be nice.
 

Nifft said:
I'm unfamiliar with those. What was the quality like? Were they balanced in light of 3.5e?

Are they worth seeking out?

Thanks, -- N

Quality was all over the place but some of them were 'fun' for different things. For example, two I didn't mention were the Crossbreeding and Construct books that I still get a lot of use out of and there were 3.0 books.

Probably not for those obsessed with campaign balance. Or proofreading. :p
 

Thanks.

Alignment Magic could have nine separate subclasses or specialties, one for each alignment. I would like to see more spell-like and supernatural abilities, rather than spells.

There should also be a mechanic for clerics to drop levels of cleric and gain levels of...Paragon (or whatever you call it)...like the mechanic for dropping levels of arcane caster and gaining levels of shadowcaster...as they realize that the deities themselves are just aspects of the fundamental forces of Law and Chaos, Good and Evil.

The prestige classes could be along the lines of the paladin --- someone who may not understand that he is channeling fundamental forces of the universe, but does so anyway, through sheer force of conviction. Not the first time someone has tried to do the "eight more paladins" thing, but this is a different angle.
 

Number 1 for me would be ley lines, by far.

Number 2 would be place magic or something that gives you power for being in powerful places, or places you are aligned to. You could have all kinds of places, place magic as a "class" and in support of existing classes (moon pools, under the full moon, whatever).

Number 3 would be Oath magic, which I hope is in Complete Champion. I want something like what the Oathsworn is, and yes, I'm thinking about buying the book to get this and other stuff.

Number 4 would be Pact magic that is about making pacts with outsiders and the powers you get from it, which is different than binders, but MAY be covered by the investiture feats, but even that seems off.

Some kind of defiling, life sacrificing magic would be next.
 

Rune magic could be could, although I've seen some pretty sucky takes on it over the years.

Tattoo magic could also be good although it's kind of a mash right now.

Blood Magic? Eh. I could leave that.

A redo of Truename magic without blowful mechanics would be good.

More for Binders I would love.

I'd like to see a system of the Paper Magic you see in a lot of eastern mythology. Good for wards and spirit magic, etc.

I'd like to see a regular system for transformative or ascention magic. There are several base and prestige classes right now where you slowly transform yourself into some other or greater being. A class dedicated to that could be a lot of fun. Properly done it would be a toolkit of a class capable of going in lots of different directions.

Critter Magic, if it could be done in a non-pokemon way, could be cool. The sort of mage who muddles with the stuff of life and makes new critters. The kind of idiot responsible for the owlbear and kittenshark.

Oh yeah. Oath magic I would love to see, although I honestly think it should be a setting feature rather than a class. Sort of like in Mithrasism where the god in charge of keeping the demons locked up was also the god of oaths. Keep an oath and the demons are sealed up tighter, break an oath and you risk letting a demon free. Although describing a bunch of ways to set up oaths in a setting, followed by a series of oath feats and maybe some oath spells/incantations/soulbinds would be a fine section of a TOM II without needing a base class.
 
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Me? I'd like a Tome of Magic 2 that covered a system that more closely resembles spellcasting as seen in movies and literature, where you meld ambient energy (augmented in ley lines) to accomplish all manner of effects, and suffered fatigue from it.
 

Ley Lines ( magic of the land/place-magic ), Blood Magic, and Rune Magic.

Tattoo magic could be seen as an extention of rune magic scribed on people.

I'd get a product like that in a heartbeat.
 

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