Ideas for Tome of Magic II

I would like to see food magic. Like the whole fey food kind of stuff and othe alternate forms of magic not just same spells with a diffrent name. I WANNA PLAY A CULINARY WIZARD!!!!!!(goblin preferably) and more with alchemy and other types of stuff, magic for the masses, rituals etc. I like the idea about spells that anyone can cast with the book infront of them and enough time for the ritual. Or how about item magic like Sutras, Six demon bags, etc.
 
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Honestly, I think runes and magical tattoos are some of the most overplayed ideas in RPGs. But, admittedly, D&D v.3.5 hasn't had thorough treatments of either concept, yet.

Andor said:
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.
Those both sound extremely interesting. Mechanical nightmares, probably, but my favorite ideas always are.

JPL said:
And it would be neat to see shapeshifting done with spell-like abilities and / or supernatural abilities rather than spells.
Yeah, that's probably the "new magic" direction I'm most interested in. I'd particularly like to see a system based around temporary biological self-enhancements, rather than turning into specific forms.

Cthulhudrew said:
I'd also like to see something more horrifically inclined- something dealing with reality manipulation and/or nightmares (tie in with the Far Realm?)
More Far Realm action would definitely be nice. I'd love to see a synergistic set of pseudonatural feats, rules for Wilbur Whatley-type unearthly hybrids, a base class version of the Alienist, etc.

Cthulhudrew said:
What I really want to see, though, is some kind of magic-hacker. Basically, someone who manipulates the magic and spell-like abilities of others. New ways to utilize Metamagic feats (he could be the feat monkey equivalent of the fighter, but for magic-users).
I dig this idea a lot. It could include some new applications for Use Magic Device (which was always very much a magic-hacking skill) that include changing the way magic items work, dispel / counterspell / spell redirection abilities, cooperative metamagic (like, spells that don't do anything by themselves, but which enhance the effects of other casters' spells), maybe magic trap finding and disarmament, maybe construct-specific manipulation and domination abilities, and so on.

Also, I could definitely deal with a whole damned alchemy sourcebook, full of new craftable alchemical items, and maybe some support for the more transmutation-related nature of historical alchemy, possibly even a base class. Maybe it could also include rules for the magical properties of various rare materials, not just for alchemical purposes, but for spell-enhancing material components and XP-replacing magic item ingredients. You don't have to contrive reasons for a non-intelligent monster to be guarding a pile of treasure when its very carcass is a treasure.
 

Buy Chaositec (now that Monte is out of the business) and link it to the Far Realm and Dark Plea and other cool/creepy ideas from Bruce Cordell. It would have to be a major update with lots of new material for me to buy "again".
 

JPL said:
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.

This was also done well in Swashbuckling Arcana (Glamour), by AEG..

It's basically *exactly* what Glamour is.

Banshee
 

Response

In response to the tree magic, isn't that like path magic? If so, how about the Spellweaver from the Advanced Players Guide, a wonderful path magic class. One of the most balanced third party classes.
 

Eric,

I did say much ie not all of the D&D fan base. The trouble with time travel magic is the same with Time travel period. Too much screwing around, and the PCs might a) create a number of paradoxes, b) destroy the game via "grandfathering' themselves and any number of other problems.

I site the reasons for problems with Chronomancy with Dragonlance for starters.
 

Nightfall said:
JPL,

I have feeling that much of the D&D fan base wants to stay far away from Chronomancy for a while.
Not this time travel fanboy. I'd love to see a straight update of the Chronomancers Handbook from 2nd Edition.
 



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