Strange Magic

Strange Magic is a series of systems by Interjection Games that focuses on providing fun, flavorful, and unique options for characters. From advanced musical compositions to drawing out the power of the ether or using exquisitely precise naming to command the universe, there’s no shortage of fun options.


SourceThe Assassin: A Modular, Momentum Maneuvers Class

The assassin is death on two legs, using potent techniques to reap the life from their foes. Through intense training, they can learn skills like acupressure, execution, infiltration, and magehunting to use against their targets.

The Assassin
Assassin Techniques
Assassin Feats

Cartomancy

SourceUltimate Cartomancy

Cartomancy is a deck-building system for spellcasting where characters can cast from their current hand and draw new cards to replenish their abilities.

Cartomancer
Wildcard

Options

Cartomancy Feats

Portents

Classic Portents
Deathdealer Portents
Poker Card Equivalence Table

Composition Magic

SourceStrange Magic 1

Composition Magic allows its users to create original melodies with a variety of powerful effects.

Classes

Breakdancer (agile front-line composer)
Cantor (divine magic/composition)
Harmonicist (single-target composer)
Maestro (arcane magic/composition)

Composition Archetypes

Arranger (cantor, maestro)
Songweaver (all composition classes)
Starlet (cantor, maestro)
Street Musician (breakdancer, harmonicist)
Virtuoso (cantor, maestro)

Options

Composition Feats

Compositions

Intros and Outros
Melodies

Ethermagic

SourceStrange Magic 1

Ethermagic draws on the wild power of the universe. While its users can only draw upon so much power at once, they can also recharge their powers and get back into action faster than their foes would believe. Each base class offers a very different playstyle, from an adjustable magical blade to pure casting power.

Classes

Ethermagus (melee ethermagic)
Ethermancer (pure ethermagic casting)
Etherslinger (ethermancer/gunslinger hybrid)

Options

Ethermagic Feats
Ethermagic Items

Ethermagic Manifestations

Alteration Manifestations
Bestow Manifestations
Blast Manifestations
Genesis Manifestations
Voidmeld Manifestations
Greater Manifestations (optional)

Herbalism

SourceUltimate Herbalism

Herbalism is a modular, druidic chaos magic system based around collecting and using ingredients.

Classes

Gourmend (cooking)
Herbalist (general herbalism)
Naturalist (companions)

Other

Herbalism Feats
Gourmend/Herbalist Find Herbs Tables
Naturalist Find Herbs Tables
Biome Summary Tables
The Herb Log
The Recipe Book
Microcosms (optional)

Onmyodo

SourceUltimate Onmyodo

Onmyodo magic mixes occult and druidic power to petition spirits for aid and activate magical talismans.

Classes

Onmyoji (traditional onmyodo magic)
Shikigami Ascendent (shikigami takes over)
Warrior Poet (martial onmyodo)

Other

Onmyodo Feats
Shikigami Feats
Friendship Feats
Petitions
Talismans
Poetry Book

The Primordial Dancer

SourceThe Primordial Dancer: Creation’s Muse

The Primordial Dancer draws on magic and movement alike to get where they’re needed and do what needs to be done. They’re particularly good at stringing combos together for potent (and useful) effects.

The Primordial Dancer
Dances List

Other

Primordial Dancer Feats

The Reaper

SourceThe Reaper? or How I Learned to Stop Worrying and Just Play Everything: A Modular, All-in-One Build-Your-Own-Binder Chassis for Suffering Altaholics

The Reaper is an modular class that allows for an extreme variety of playstyles – and in particular, it’s geared towards players who frequently want to play something different.

The Reaper
Soulsown Talents

Runesmithing

SourceUltimate Runesmithing

Runesmithing is a rare art that focuses on creating symbols that channel magic for specific purposes. These symbols come in two varieties – Equipment runes can be drawn onto gear for various effects, while Projection runes emit power in a particular way.

Classes

Runesmith

Options

Runesmithing Feats

Runes

Equipment Runes
Projection Runes

Truenaming

SourceStrange Magic 1

It’s said that everything in the universe has a true, perfect name – and truenamers have studied these names for power. By naming the way they want things to be, they can change reality itself.

Classes

Truenamer
Scion of Discordia

Prestige Classes

Polycosmic Theurge (ethermagic/truenaming)
Speaker of the Word (divine casting/truenaming)
Trueshaper (master of the far-flung spheres)
Willshackler (master of command words)
Wordsworn Defender (martial-focused truenaming)

Options

Truemagic Feats
Truenaming Items

Truemagic Codices

Codex of Heart and Mind
Codex of Artifice
Codex of Far-Flung Spheres
Codex of the Realized Vision

Variant Multiclassing

SourceStrange Magic Unchained: Variant Multiclassing

About: Variant Multiclassing is a special system where characters can trade some of their feats known for powers from other classes.

Variant Multiclasses

Breakdancer
Cantor
Ethermagus
Ethermancer
Etherslinger
Harmonicist
Maestro
Scion of Discordia
Truenamer


More from Interjection Games!

The Master of Forms Expanded - The Wood Element

Vendor: Interjection Games
Type: Book
Price: 1.75

The Wood element, for when describing a fight with the undead simply has to violate somebody else's intellectual property.

What is Momentum?

Momentum is effectively a combo point system typically used in rogue-like characters on MMORPGs, but with increased granularity. Working on a scale from 0-4, some momentum techniques, known as builders, grant 1 point of momentum when used, and others expend between 1 and 4 momentum as part of their activation cost. Managing this momentum pool becomes a game of moving the needle, allowing players to make plans that matter in the round-to-round, which is a far sight better than full attacking the nearest goblin every round.

What is the Wood element?

The Wood element is a new core element for the Master of Forms base class. That is to say it is available to all Masters of Forms without the need to take a restrictive archetype or feat chain. With the Earth element already focusing very heavily on defense and survivability, the Wood element focuses on growth and regrowth.

How Wood Works

Tactically plant up to one copy of each of three floral allies: the buried wildthorn (damage), the shieldroot (defense), and the tilling broadleaf (disruption)

Manage the growth of your floral allies, increasing their power as they rapidly mature.

Accelerate their growth by mulching your enemies, mimicking the power of your floral allies, or even sacrificially maxing out their growth for one round of floral chaos before they wither and die.

Product Features

15 new techniques, comprising the Wood element

The Sow the Seeds ability, given to all practitioners of Wood and detailing the powers of each floral ally in a full-page spread for each of the three plants

2 new feats: Miracle Grower and Vengeful gardener

Ethermagic Expanded - The Etherknight

Vendor: Interjection Games
Type: Book
Price: 8.49

This is it! The etherknight - an unholy mashup of Interjection Games' technique-spamming momentum system and critically-acclaimed ethermagic - is our final big class release for 1st edition.

Situated to play out like an "alien paladin with sword lasers", the etherknight's ethermagic selection has all of its direct damage capability removed and replaced with alteration (self-buff), voidmeld (weapon buff), and the healing package first shown off with the etherfuser archetype in Strange Magic 1. The aforementioned sword laser techniques form the offensive core of the class.

Product Features

  • The etherknight base class
  • A reprint of all relevant alteration manifestations, and a selection of new ones
  • A reprint of all relevant voidmeld manifestations
  • A selection of new and classic feats
  • Over 50 etherknight techniques, including a mutable finisher in which you combine multiple sword lasers to make a BIG sword laser
The Assassin - The Sanguinity Hot Technique Tree

Vendor: Interjection Games
Type: Book
Price: 1.75

Learn to manipulate the very blood of your enemies with the sanguinity tree for the Assassin base class! Assassins spend one of their two "hot"- or aggressive - tree specialization slots to take sanguinity, which itself is focused on bleeding enemies out and repurposing their blood to generate temporary hit points and heal allies. This makes sanguinity the assassin's go-to choice when sneaking and skulking just won't do and a heavy battlefield presence with equally-heavy sustainability is the way to go.

Many of the sanguinity tree's nastier tricks- such as area-of-effect ability bleed- and all of its sustainability effects make use of the blood pool, which replenishes itself as the assassin deals bleed damage to various targets. This forces an assassin to play the long game of bleed damage while simultaneously awarding the assassin with the means to stay alive long enough for that bleed to end any encounter that isn't stuffed to the gills with opposing healers.

The sanguinity tree combines well with the following technique trees:

The fabrication cold tree grants the assassin tactical flexibility, and its ability to enhance sustainability with a plethora of tiny stimpacks segues nicely into the sanguinity tree's gameplan.

The execution hot tree contains several bleeds, and since bleeds already existed in the assassin's repertoire, the sanguinity tree was built to assume that you'll either specialize in the other tree that'll help fill the blood pool, or that you'll spend your very few flexible technique choices on out-of-tree bleed effects.

The magehunting hot tree helps you shut down enemy healers so your bleed effects stick, while the sustainability of sanguinity makes it so you're a persistent thorn in the side of anyone with any spells to their name.

Product Features

The sanguinity hot tree for the assassin base class, detailing 15 new techniques and the blood pool autogrant ability

Three new feats for those who wish to specialize in this new tree

Ultimate Onmyodo - Onmyodo Magic Items

Vendor: Interjection Games
Type: Book
Price: 1.50

Expand your resident spirit speaker with a collection of brand new magic items!

Following Interjection Games' design traditions, Onmyodo Magic Items features heavily modular/tactical options, such as the following:

Blessed Chochin - Pick haiku, petitions, or talismans, and then increase the effective range of abilities from the chosen onmyodic magic system by placing this magical lantern in a choke point or other strategic position. If your target is within both double the ability's normal range and 15 feet of the chochin, then your target is in range of the ability. This also applies to areas of effect. Reach out and hurt somebody.

Thread of the Gods - Talismans act like spontaneous spellcasting for onmyodo classes. By sacrificing this flexibility and "preparing" a portion of your talismans like a wizard, you add one of ten bonus effects to each of your prepared talismans. These effects include talismans that move on their own, the ability to generate a single lightning bolt over the course of the talisman's duration, or the spontaneous generation of Jurojin's famous healing plums.

Trickster's Tail - Turn anyone into a spellcaster with this kitsune-tail belt that holds the knowledge and ability to cast a single 1st-level enchantment or illusion spell.

Ward Token - Combine up to three of the nine variants of this item into a single ring, and activate one variant's effects each time you do something particularly onmyodic.

The Triggerman - Momentum-Based Gunslinging

Vendor: Interjection Games
Type: Book
Price: 5.99

Momentum Classes

  • The Master of Forms (momentum monk) - Endzeitgeist top 10 of 2015 nominee
  • The Assassin (momentum rogue) - Endzeitgeist #6 of 2016!
  • The Triggerman (momentum gunslinger)

What is Momentum?

Momentum is a system that hearkens back to the combo point engines that you find in various video games. In its simplest form, you execute various techniques to build focus, which can then be spent on other techniques. Unlike the rather binary nature of the- admittedly simplistic- video game combo point engines, momentum has techniques with variable points costs, a point cost of 0, alternate versions that cost more, and fixed cost techniques ranging from -1 to -4. This makes each of your actions a choice. Do you build up for another round, sacrifice power from a separate pool to build up faster this combat, or let loose with a big- but not huge- effect right now?

The end goal of momentum is to give the martial classes that use it a heaping dose of freedom, choice, and agency in their turn-to-turn minutiae. Who cares if a class is competitive if all it does is make a full attack each round? We are gamers, and being able to do cool stuff is half the draw of a class.

Momentum and Moxie: The Triggerman's Special Mechanic

All of Interjection Games' momentum classes take the core momentum engine and do something unique with it. For the triggerman, whenever you spend 2 or more focus on a single technique, you generate moxie points, which themselves are a currency that can let you weave small effects in between your momentum builders and finishers. Some moxie techniques grant a passive bonus based on the number of moxie points you're holding, while others simply add energy damage to an attack, increase the reach of that one shot that really matters, or assist with a skill check.

Moreover, the triggerman's guns build momentum, not the triggerman himself, allowing him to build up points for multiple finishers simply by swapping out guns frequently. Other class features allow for easily pumping a point of focus into a gun with no focus, thus making the triggerman more about cranking out -1s "mini-finishers" than any other momentum class in the series so far. As a result of the necessary waiting baked into the momentum engine this time around, the triggerman's -2 techniques are generally a heavy power spike over the -1s, and the moxie engine further pushes patience for more power.

Product Features

The triggerman base class

4 technique trees with 20 techniques each: dragoon, gun fu, marksmanship, and munitions

Technique tree specialization bakes build variety right into the class; no archetypes!

2 feats for each technique tree, and a smattering of tree-agnostic feats

Favored class bonuses for over 20 races

Generic favored class bonuses! Not on the race list? Don't like your race's bonus? Take one of these instead.

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