Lost Magic: Thicken Time

One of the crafters of magic who entered our Lost Magic contest provided us with a time-oriented spell that you might find interesting. Take a peek at Michael McCarthy’s thicken time spell. Thicken Time School transmutation; Level sorcerer/wizard 4 Casting Time  1 standard action Components V, S, M (a pinch of cornstarch) Range touch Area 30-ft. radius sphere centered on a point in space Duration 1 round/level Saving Throw Fortitude...

Lost Magic: Healer’s Sacrifice

One of the entries in our Lost Magic contest provides you with an interesting way to heal others. Just be mindful: Casters of this spell need to be very careful about their own health when they do this or suffer a dire fate. Healer’s Sacrifice School necromancy; Level cleric/oracle 3, druid 3, witch 3 Casting Time 1 full-round action Components V, S Range touch Target other creature touched Duration instantaneous Saving Throw Will negates...

Spell Workshop: Iceburst

Spell designer Robert H. Nichols provided us with this chilly spell for your next game session. If you want your spellcaster to give your foes a frigid reception, this might just be the magic you need. Even better: If you have suggestions for tweaking the spell, please do provide suggestions in the comments below. We can all learn something from each other! Iceburst School evocation [Cold]; Level sorcerer/wizard 2 Casting Time 1 standard action...

Blood of the Gods Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… The Divine Right In society, it is often the case that there is a ruling class, a normal class, and… well, a low class. Some individuals out there believe that they have a higher purpose in the world. Literally descended from the gods of the world (which faction depends on the setting of the campaign and their...

Erratic Thaumaturgy

Last year around this time, blog reader Ryan Lockard submitted this spell for AD&D 2nd Edition that he wanted to share with the world at large. Let’s see if we can workshop it here on the blog and see if we can also bring it into Pathfinder or any other system that you’d care to see (in the comments). Thanks go to Ryan for sharing this with us and for giving us an opportunity to play with it, and thanks in advance to any who...

Words of Power Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… The Librarians of Nashudal Nashudal is an ancient enclave where magic-users have gathered to collect lore and pool their intellect together in the search for ever-greater understanding. Naturally, most of its members believe that words are the most powerful tools of all—whether written down or spoken. When...

Time Magic Groups

The Clock-Watchers Time magic is widely regarded as one of the most dangerous and unpredictable forms of magic, especially if it gets out of hand. It’s one thing to dispel a blighted area or fling fire into the faces of your foes; it’s quite another to try and rewrite history on a regular basis to suit your whims, and it only gets worse when multiple time spells are cast against each other. The Clock-Watchers work to prevent damage to time...

Mountain Druid Magic Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… The Solitary Ones Only a group in the broader sense of the term, the Solitary Ones are a loose collection of patient and thoughtful mountain druids who seek to better commune with the land by getting far away from other people. However, there are few lands that don’t have at least a few inhabitants, so the...

Sound Magic Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… The Deep Delvers The Deep Delvers began their existence as a small group of magic-users, somewhat drunk, who’d wondered what they would actually do with their magic. One of them, in a burst of inspiration, noted that a lot of animals somehow detected things by using sound, so what if they did the same thing?...

Kobold Guide to Magic: On Teleportation Magic

The Kobold Guide to Magic is written by a star-studded cast of designers and authors. In this preview of an essay titled “Why I Hate Teleport Spells,” the chief Kobold himself, Wolfgang Baur, tries to talk you out of using teleportation magic in your games.Pre-order the Kobold Guide to Magic at the Kobold Store! Here’s a rundown of things you lose by allowing teleportation magic in a tabletop game world. The Heroic Journey Sure, it’s a cliché...

Dragon Magic Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… Wyrmforgers It’s not actually that difficult to create magic items if you have the knowledge, experience, and base materials. The Wyrmforgers are something else entirely; a small enclave based high in the mountains, they work with metallic and Imperial dragons to use the magical powers of these creatures while...

Ley Line Magic Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… The Right Honorable Historical Ley-Event Tracing Society In a world where demons really could leap out to get you at any time, it’s hard to be too crazy, but that’s how most people view this society, which is of the firm belief that all historical events (and ruins, and other sites of interest) are based...

Saint’s Magic Groups

Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look… The Order of Saint Reinya In magic-rich worlds, even a small church is likely to have at least some capability toward dealing with injuries and the like, but for a select few people, their calling is much higher than that. The Order of Saint Reinya accepts only the virtuous and dedicated, and generally...

Relic of Power: Visionary Goggles

Phineas Cooperbotham was a finicky old gnome, even for a powerful wizard. He liked everything to go smoothly and got rather irate when things didn’t go as planned. So one day he set out to make sure that if something drastic did go wrong, he could fix it. In fact, he determined that if it went so wrong as to require that level of adjustment then he might as well “do it again and do it right this time.” And thus were born his Visionary Goggles....

Lost Magic: Cone of Many Curses

Do you need some more magic in your game? Perhaps you want to make your foes less effective in combat and other areas of potential conflict. Take a look at what Lost Magic entrant Gary provided us with. Imagine how you could make this spell work in the story of the game, too, in terms of how to describe what the curse feels like to one affected by it. Cone of Many Curses School necromancy [curse]; Level antipaladin 5, sorcerer/wizard 5, witch 5...


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