Rare Magic: The Friar, a Fifth Edition Variant Cleric

Friars are the spiritual leaders of their community, protecting the bodies and souls of their people from the temptation and evil that plagues the hearts of humanity. Friars are ordinary men and women who are made powerful by their faith in their deity, and the faith their followers have in them. Healers and Inspirers The power of a person’s faith can be just as strong as any magic. It can renew strength, give them the confidence to fight, and...

Rare Magic: Variant Fifth Edition Campaigns

Magic is a wondrous, awe-inspiring, and sometimes scary force in roleplaying games. Although fifth edition handles it well mechanically, it can also make magic seem kind of mundane. Cantrips make magic a common occurrence, and now that every class has a spell-focused player option, it’s more common. So, you might be left feeling that because everyone is special, no one is special. Because magic is the power to bend and shape the universe to...

Lost Magic: Eldritch Epiphany

Another element of lost magic came our way, this time from Denver Edwards. This one has more of a metamagic element to it, which you might embrace in your game as is or soften through the use of more story elements. If you’re the GM, ask the player to describe how the caster’s knowledge of this ancient lore plays out in the mind’s eye during casting, for example, which can help you build more lush world detail into your game,...

Lost Magic: Desiccating Breath

This simple spell entry from the Lost Magic contest might fill a flavorful niche in your Pathfinder game. Take a look at Mark Martin’s desiccating breath spell. Desiccating Breath School necromancy; Level cleric 4, sorcerer/wizard 5, witch 4 Casting Time 1 standard action Components V, S, M (bone dust) Range 25 ft. Area cone-shaped burst Duration instantaneous Saving Throw no; Spell Resistance yes You exhale a breath of the driest air,...

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...


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