Magic

Hood: Rumors the master of the realm is gone and his herald Gothos as well, but The Segulah Second still rides in pursuit of those that have escaped the realm’s grasp. Indeed the liches fear more the sound of his dead horse’s hooves than they do the war-chants of Pelor, afraid they may have made some small mistake in their bargain with Hood that will end their existence.

Magic is rare, mysterious, and scares the bejesus out of common folk. The vast majority of intelligent beings have only experienced it through legend, horror story and rumour. The first (at least) use of magic vs men, halflings, and the various intelligent humanoids should elicit a moral check. “Ahhhhh witchcraft, run for you souls!” Even those accustomed to Shamanistic / Hedge magic might still be awed by the power and grandeur of True Magic.

Having wounds magically healed makes you (very) hungry. 1 days ration per wound point / die of damage healed.

Magic doesn’t mix well. Too much magic cast in one area or upon a single target is prone to manifest unexpected effects that tend towards “bad.” In other words the DM has a spell miscibility table created in the fashion of the potion miscibility table in the DMG. He is itching to roll on it…

Magic doesn’t work the way you think it does. An area can be (temporarily) drained of magic. Boon to those who bring it with them (Alchaemists, Mages) and bane to those who depend on drawing and shaping what’s already there (Mystics, Wizards, Druids, Vis-less Hermeticists).

Alchaemist, Other names include: Alchaemancer
- Starts with small corpus of formulae. Must find/research new ones. Maintains written formulae

Galdr, Other names include: Rune Master, Bone Caster, Skald, Erilaz, Seid(females only)
- Runic based arcane magic. No memorization, ritual only.

Hedge Magic
A catchall for all the “small”/“low” magic practitioners out there. Generally low level/power, individualistic or passed down through generations. Not scholarly or scientific. Pragmatic, effects and spells useful to the common folk of the world. Divinations, cures, charms, blessings, wards, curses, and the like. Useful for characters with only 1-2 pieces of arcane pie.

Zombie undead not permanent. The soul struggles to be free. A necromancer can only control so many and the zombies get weaker the farther they are away from his control.

God granted miracles are different and use totally different system. (not magic?)

Swords and Wizardry: Eldritch Weirdness: http://www.black-blade-publishing.com/Store.aspx

- Magic is dangerous and not a replacement for technology.
- Magic is not known, it is discovered. Arcane knowledge is coveted and rarely shared.
- Although, the party might be full of Wizards, Mages, and Sorcerers they are rare in the “real” world. Adventurers take magic-users into their party because they all are dangerous people whose lives are filled with violence, horror, and debauchery.


detect aura? focus of magical energy on those who wield it

can counter-spell own branch of magic, or try to use aura to deflect it


Golemancy (binding and animating)

Necromancy (negative energy, soul manipulation, study of death, decay and corruption)

Demon Summoning/Binding. The lesser and greater paths.

Thaumaturgy – ritualistic energy. sterile and scientific.

Alchemy – drugs, potions, powders, salves


Shamanism (commune with spirits)

Druidism (command nature)

Elementalism (air, earth, water, fire, ice)

Celestial (light and darkness)

Prayer – rituals seeking attention/intervention from the Gods and the minions of their House

Life Magic – cantrips (glamour, hearth) witchcraft quasi-magic

Bardic Magic – spells through music

Enscrollments and Enchantments

Illusionism

Divination – from astrology to reading tea leaves or pig entrails to the deck of dragons

Rune Magic

Formal name Other names Other names and attributes
Aral Gamelon Path of Demons Open to humans; allows the summoning and control of demons; related to Hood’s Path
Denul Path of Healing Open to humans; allows treatment of injuries and diseases
D’riss Path of Stone Open to humans; allows petrification of wood and passage through solid stone, the flesh of Burn, the Sleeping Goddess
Hood’s Path Path of Death Open to humans; allows animation of corpses, communication with spirits and control over demons; also the Warren of the God of Death
Imperial Imperial Warren (aspect unknown) Open to humans; formerly Kallor’s Empire, made into a warren by the Elder god K’rul to contain the destruction of a continent
Meanas Path of Shadow and Illusion Open to humans; allows the manipulation of color and sound, also Shadow
Mockra Path of the Mind Open to humans; allows manipulation of thoughts and emotions of individuals and groups. Interestingly it is the only warren to be given a consciousness, as of Reaper’s Gale, when it reveals itself to a natural talent. Whether this is unique due to it being a warren influencing the mind is not yet clear.
Rashan Path of Darkness Open to humans; allows concealment through shadow/darkness,
Ruse Path of the Sea Open to humans; priestly warren of the Elder God of the Seas, Mael; allows manipulation of pressure and summoning of underwater creatures; it’s said to be the most difficult warren to use
Serc Path of the Sky Open to humans; allows travel through the air and the perception of and movement through the temperature and layers of gasses in the air; used also to manipuate the weather
Telas Path of Fire Open to humans, allows powerful blasts of fire
Tennes Path of the Land Open to humans; Burn’s warren, allows the reshaping of the earth, as seen in Toll the Hounds
Thyr Path of Light Open to humans; actions uncertain, can create magic shields.

Magic

Seeds of Despair Greipr