Home >Strange Magic >Classes >

Ethermagus

Role: The ethermagus combines martial competence with mastery over voidmeld ethermagic. Never without a weapon, ethermagi can create custom weaponry made of compressed ether at will.

Alignment: Any. The ether chooses its wielders, and those who are chosen rarely shun it.

Hit Die: d8.

Starting Wealth: 4d6 x 10 gp (average 140gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The ethermagus’s class skills are Bluff (Cha), Craft (Int), Climb (Str), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Table: The Ethermagus
Level Base Attack Bonus Fort Save Ref Save Will Save Special Maximum Manifestation Level Ether Point Regeneration Rate
1st +0 +2 +0 +2 Ethermagic, void blade, voidmeld etherheart 1 1
2nd +1 +3 +0 +3 Etherstrike, lesser blast etherheart 1 1
3rd +2 +3 +1 +3 Ethersurge 1 1
4th +3 +4 +1 +4 +1 void blade 1 2
5th +3 +4 +1 +4 Alteration etherheart, ether combat 2 2
6th +4 +5 +2 +5 Bonus feat 2 2
7th +5 +5 +2 +5 Void shield 2 3
8th +6/+1 +6 +2 +6 +2 void blade, improved ether combat 2 3
9th +6/+1 +6 +3 +6 The pressing void 3 3
10th +7/+2 +7 +3 +7 Lesser blast mastery 3 4
11th +8/+3 +7 +3 +7 Improved ether surge 3 4
12th +9/+4 +8 +4 +8 +3 void blade, bonus feat 3 4
13th +9/+4 +8 +4 +8 Aberrant musculature 4 5
14th +10/+5 +9 +4 +9 Greater ether combat 4 5
15th +11/+6/+1 +9 +5 +9 Weight of the void 4 5
16th +12/+7/+2 +10 +5 +10 +4 void blade 4 6
17th +12/+7/+2 +10 +5 +10 Aberrant musculature 5 6
18th +13/+8/+3 +11 +6 +11 Bonus feat 5 6
19th +14/+9/+4 +11 +6 +11 Void collapse 5 7
20th +15/+10/+5 +12 +6 +12 +5 void blade, void bringer 5 7

Class Features

All of the following are class features of the ethermagus.

Weapon Proficiency

Ethermagi are proficient with all simple weapons, as well as with their void blades.

Armor Proficiency

Ethermagi are proficient with light armor, but not with shields. An ethermagus can cast etherspells while wearing light armor without incurring a spell failure chance. Like an arcane spellcaster, an ethermagus wearing medium or heavy armor incurs a chance of arcane spell failure if the etherspell in question has a somatic component (they all do). A multiclass ethermagus still incurs the normal arcane spell failure chance for arcane spells and etherspells received from other classes.

Ethermagic

The gift of the ethermagus can be thought of as a knife that extends through the whole of the universe and penetrates into the void beyond. Spilling ether like blood, he draws upon it, fueling wild evocations and protections with the power of the restless gyrations of the multiverse itself. This is the ethermagic of some truly deadly individuals.

An ethermagus’s access to the ether is measured in ether points, or EP. His maximum EP is equal to his level plus his Charisma modifier. At the beginning of the ethermagus’s turn, he gains EP equal to 1/3 his class level, rounded up. This represents energy from elsewhere in the ether diffusing back into the vicinity of the vicious laceration inflicted upon the fabric of reality.

Ethermagic is made up of two components: the etherheart and its manifestations. Etherheart selection dictates how the ethermagus can shape an etherspell with manifestations. Ethermagi can manipulate three varieties of etherheart that encompass the various practical applications of the ether: protection, enhancement, and destruction.

Voidmeld – Ethermagi are uniquely able to produce shortlived weaponry from condensed extrauniversal energy. Known as void blades, these weapons can be further customized by an enterprising individual in order to overcome most any challenge.

Lesser Blast – The easiest etherheart to control, blast etherspells are simply the application of raw ether toward a destructive end. Given their simple nature, an ethermagus can apply a larger number manifestations to blasts.

Alteration – The alteration etherheart is the use of raw ether to produce shifts in the state of the universe directly around the ethermancer himself. This allows the ethermancer to change the way he interacts with the world for short periods of time.

Manifestations are the various ways an ethermagus can shape the raw energy of the ether. Though any aficionado of blast etherspells will attest to raw ether’s ability to melt faces particularly well on its own, there comes a need for a little finesse every now and then. Depending on the etherheart, anywhere from zero to three manifestations can be added to it. An ethermagus’s repertoire of manifestations is rather explicitly segregated among the various etherhearts he knows. For example, an ethermagus’s voidblade-compatible manifestations are totally distinct from his alteration-compatible manifestations. Only manifestations that are compatible with a particular etherheart may be used in an etherspell built around that etherheart.

To use a manifestation, an ethermagus must have a Charisma score equal to at least 10 + the manifestation level. The Difficulty Class for a saving throw against an etherspell is 10 + the highest manifestation level used in the etherspell + the ethermagus’s Charisma modifier unless stated otherwise in a manifestation’s entry.

The ethermagus begins play with two voidmeld manifestations. Each time the ethermagus gains a level, he learns more manifestations in at least one etherheart as detailed by Table: Ethermagus Manifestations Known. This new manifestation must be of a level he is able to cast. Further, whenever the ethermagus gains a new manifestation in a particular etherheart, he may exchange an existing manifestation in that etherheart for another compatible manifestation of a level he is able to cast. Note that for each etherheart an ethermagus knows, he may never have more known manifestations in a particular manifestation level than in the previous manifestation level. In other words, if the ethermagus has two 1st-level alteration manifestations, he cannot have more than two 2nd-level alteration manifestations. This does not stop the ethermagus from having three 2nd-level lesser blast manifestations or three 2nd-level voidmeld manifestations.

Table: Ethermagus Manifestations Known
Level Number of Voidmeld Manifestations Known Number of Lesser Blast Manifestations Known Number of Alteration Manifestations Known
1 2
2 3 4
3 3 5
4 4 5
5 4 6 1
6 5 6 2
7 5 7 2
8 6 7 3
9 6 8 3
10 7 8 4
11 7 9 4
12 8 9 5
13 8 10 5
14 9 10 6
15 9 11 6
16 10 11 7
17 10 12 7
18 11 12 8
19 11 13 8
20 12 13 9

Etherhearts (Sp)

Etherhearts are the core of ethermagic, tangles of emotions and urges that shape raw ether as it is drawn out of the void. Without the power of an etherheart to stabilize the various manifestations woven by the ethermagus, ethermagic would be completely impossible. Specific manifestations are compatible with specific etherhearts, which are listed in the entry for each manifestation. The total ether point, or EP, cost of an etherspell is equal to the EP cost of the etherheart plus the EP cost of each manifestation added to the etherheart. The casting time of an alteration or lesser blast etherspell is a standard action unless modified by a manifestation. The casting time of a voidblade etherspell is a swift action. All etherhearts have both somantic and verbal components. If two or more manifestations alter the casting time of an etherspell, the manifestation with the longer casting time takes precedence. It is impossible to dismiss an etherspell. Once cast, they run out their duration unless dispelled or otherwise forced to stop.

An ethermagus’ caster level is equal to his class level.

Voidmeld

Range personal
Target you
Duration 1 round/level
Saving Throw as manifestation? Spell Resistance no
EP Cost 1 + 1/4 class level, rounded down

An etherspell with this etherheart affects the ethermagus’ void blade directly and cannot be cast if the void blade is not being actively wielded by the caster. If a void blade is dismissed, all voidmeld etherspells affecting it are also dismissed. Similarly, if the void blade is ever outside the range of this spell, an etherspell with this etherheart ends immediately. Unlike most etherspells, casting an etherspell with the voidmeld etherheart is a swift action.

For the duration of the etherspell, the ethermagus’ maximum EP is reduced by the etherspell’s EP cost. Any number of manifestations can be added to this etherheart, so long as the sum of their manifestation levels are less than or equal to the highest manifestation level the ethermagus knows. (For example, an ethermagus who knows 4th-level manifestations can add four 1st-level manifestations, a 2nd-level manifestation and two 1st-level manifestations, or a single 4thlevel manifestation to a voidmeld etherheart, among other valid combinations.) Only one voidmeld etherspell can be active at a time.

An ethermagus begins play with the voidmeld etherheart.

Lesser Blast

Range close (25 ft. + 5 ft./2 levels)
Target creature touched
Duration instantaneous
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 class level, rounded down

An etherspell with this etherheart is a ranged touch attack that deals 1d3 + the caster’s Charisma modifier points of bludgeoning damage, plus an additional 1d3 points of bludgeoning damage for every two caster levels beyond 1st. A maximum of two manifestations can be added to this etherheart, and if two manifestations are added, then one of them must be a shape manifestation. There is no minimum number of manifestations that can be added.

An ethermagus gains the lesser blast etherheart at 2nd level.

Alteration

Range personal
Target you
Duration 1 minute / level
Saving Throw as manifestation? Spell Resistance yes
EP Cost 1 + 1/4 class level, rounded down

An etherspell with this etherheart affects the ethermagus directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.

An ethermagus gains the alteration etherheart at 5th level.

Void Blade (Su)

Starting at 1st level, an ethermagus can reach into the ether as a standard action and pull out a weapon condensed from the vast pressures exerted by the multiverse. When the ethermagus creates a void blade, he selects whether or not the weapon is a light weapon and whether the weapon deals piercing or slashing damage. All void blades are one-handed weapons. A void blade has hardness 10 and 10 hit points, modified by its enhancement bonus in the same manner as a magic weapon. A void blade has a duration of 1 minute per ethermagus level and may be dismissed as a move action. An ethermagus cannot have more than one void blade at any one time.

At 11th and 20th level, the base damage die of a void blade increases by one step as though it had increases in size. Starting at 4th level, all void blades made by the ethermagus have a +1 enhancement bonus. Every four levels beyond 4th, this enhancement bonus increases by +1, to a maximum of +5 at 20th level.

Table: Ethermagus Void Blade
Void Blade Dmg (S) Dmg (M) Critical Range Weight Type (chosen when created)
Light 1d4 1d6 19-20/x2 2 lbs. P or S
One-Handed 1d6 1d8 19-20/x2 4 lbs. P or S

Etherstrike (Su)

At 2nd level, whenever an ethermagus casts a lesser blast etherspell, he can deliver the etherspell through his void blade as part of a melee attack. Instead of the ranged touch attack normally made to deliver the spell, the ethermagus can make one free melee attack with his weapon (at his highest base attack bonus) as part of the etherspell. If successful, this melee attack deals its normal damage as well as the effects of the blast etherspell. If the ethermagus makes this attack in concert with ether combat, this melee attack takes all the penalties accrued by ether combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the etherspell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. An ethermagus may hold the charge after a miss with an etherstrike as though the etherspell were a spell delivered via a melee touch.

Ethersurge (Ex)

At 3rd level, when the ethermagus reduces a creature to 0 or fewer hit points with an etherspell or with an attack with his void blade while in the heat of combat, he regains 1 ether point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the ethermagus’s character level to 0 or fewer hit points does not restore any ether points.

Ether Combat (Ex)

At 5th level, an ethermagus learns to cast and wield his weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is an etherspell that is being cast. To use this ability, the ethermagus must have one hand free (even if the etherspell being cast does not have somatic components), while wielding a light or onehanded melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any etherspell known with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this etherspell defensively, he can decide to take an additional penalty on his melee and etherspell attack rolls, up to his Charisma bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the etherspell is wasted, but the attacks still take the penalty. An ethermagus can choose to cast the etherspell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Bonus Feat

At 6th level and every six levels thereafter, the ethermagus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or ethermagic feats. The ethermagus must meet the prerequisites for these feats as normal.

Void Shield (Su)

Starting at 7th level, the ethermagus’s void blades carry some of the malleability of the ether. Void blades created by the ethermagus have the defending weapon special ability.

Improved Ether Combat (Ex)

At 8th level, the ethermagus’s ability to cast etherspells and make melee attacks improves. When using the ether combat ability, the ethermagus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.

The Pressing Void (Su)

At 9th level, whenever the ethermagus hits and deals damage with his void blade, he may spend 3 EP as an immediate action to subject the creature struck to the horrible pressures used to create that void blade in the first place. The target is entangled for 1 round with a DC 10 + 1/2 the ethermagus’s level + his Charisma modifier Fortitude save to negate.

Lesser Blast Mastery (Ex)

Starting at 10th level, an ethermagus deals additional damage equal to half his ethermagus level, rounded down, when casting lesser blast etherspells in conjunction with the ether combat or etherstrike class features.

Improved Ether Surge (Su)

At 11th level, in addition to regaining 1 EP from ether surge when reducing an opponent to 0 or fewer hit points, the maximum number of nonshape manifestations the ethermagus can add to his next lesser blast etherspell cast within the next 1 minute increases by +1. He must still pay for the manifestation as normal. This ability does not stack.

Aberrant Musculature (Su)

The use of ethermagic has altered the ethermagus’s muscles in form and function. At 13th level, select Strength, Dexterity, or Constitution. The ethermagus gains a +2 inherent bonus to the chosen ability score. At 17th level, select one of the two ability scores that were not chosen at 13th level. The ethermagus gains a +2 inherent bonus to the chosen ability score.

Greater Ether Combat (Ex)

At 14th level, the ethermagus gains the ability to seamlessly cast etherspells and make melee attacks. Whenever he uses the ether combat ability, her concentration check bonus equals double the amount of the attack penalty taken.

Weight of the Void (Su)

At 15th level, whenever the ethermagus hits and deals damage with his void blade, he may spend 4 EP as an immediate action in order to subject the creature struck to extreme gravity. The target is knocked prone and pinned for rounds equal to the ethermagus’s Charisma modifier with a DC 10 + ½ the ethermagus’s level + his Charisma modifier Fortitude save to negate. Each round, the target may attempt a new saving throw to end the effect immediately. This ability may be used once per day.

Void Collapse (Su)

Starting at 19th level, the ethermagus may spend 5 EP as a swift action to dismiss his weight of the void, shocking the target with localized explosive decompression. The target takes 3d6 points of damage for each round it was pinned by the weight of the void class feature, max 20d6. If this damage reduces the target below 0 hp, the ethermagus regains his daily use of the weight of the void class feature.

Void Bringer (Ex)

At 20th level, the ethermagus may create or dismiss his void blade as a swift action. He may also use the weight of the void class feature one additional time per day. Finally, the pressing void and weight of the void class features can now have a single nonshape manifestation that is compatible with the lesser blast etherheart added to them.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have ethermagi as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

  • Aasimar Whenever the ethersurge class feature class feature causes the ethermagus to regain an ether point, he is also healed for 1/2 of a point of damage (1 point of damage for every two times this favored class bonus has been taken.)
  • Drow Newly-created void blades are coated in a dose of void toxin. This is an injury poison that deals 1 point of Constitution damage with a DC 10 + the number of times this favored class bonus has been selected Fortitude save to negate. Once this favored class bonus has been selected 11 times, void toxin deals 1 point of Strength damage and 1 point of Constitution damage instead.
  • Dwarf Whenever the ethersurge class feature class feature causes the ethermagus to regain an ether point, he also gains DR 1/3/for 1 round. (DR 1/for every three times this favored class bonus has been taken.)
  • Elf Add +1/3 to the number of ether points in the ethermagus’s ether pool.
  • Gnome Every 6 times this favored class bonus is selected, choose a 1st-level voidmeld manifestation. When casting a voidmeld etherspell, the ethermagus may select one of the manifestations chosen for this favored class bonus. The selected manifestation is applied to the etherspell without paying its ether point cost. Further, the manifestation is treated as though it were a 0th-level manifestation for the purpose of determining how many manifestations can be added to a single voidmeld etherspell.
  • Half-elf Add +1/3 to the number of ether points in the ethermagus’s ether pool.
  • Halfling Add +1/4 to initiative rolls made while wielding a void blade.
  • Half-orc Add +1/2 of a round to the duration of void blades and voidmeld etherspells.
  • Hobgoblin Add +1/2 of a round to the duration of void blades and voidmeld etherspells.
  • Human Add +1/3 to the number of ether points in the ethermagus’s ether pool.
  • Kitsune Once per day as a full-round action, the kitsune increases her ether point regeneration rate by +1/2 for 1 round.
  • Kobold Add a +1/3 bonus to the first attack roll made with a newly-created void blade.
  • Orc Add a +1/2 bonus to the first weapon damage roll made with a newly-created void blade.
  • Puddling Every 6 times this favored class bonus is selected, choose a 1st-level voidmeld manifestation. When casting a voidmeld etherspell, the ethermagus may select one of the manifestations chosen for this favored class bonus. The selected manifestation is applied to the etherspell without paying its ether point cost. Further, the manifestation is treated as though it were a 0th-level manifestation for the purpose of determining how many manifestations can be added to a single voidmeld etherspell.
  • Tiefling Add a +1/2 bonus to the first weapon damage roll made with a newly-created void blade.
  • Vanara Add +1/4 to initiative rolls made while wielding a void blade.
  • Vishkanya Newly-created void blades are coated in a dose of void toxin. This is an injury poison that deals 1 point of Constitution damage with a DC 10 + the number of times this favored class bonus has been selected Fortitude save to negate. Once this favored class bonus has been selected 11 times, void toxin deals 1 point of Strength damage and 1 point of Constitution damage instead.

More from Interjection Games!

The Assassin - The Fabrication Cold Technique Tree

Vendor: Interjection Games
Type: Book
Price: 2.25

The Interjection Games Assassin base class makes use of the Momentum Engine, in which performing certain maneuvers builds up a counter that enables the use of point-consuming "hot" techniques at break points of 1, 2, 3, and 4. In addition to this combo counter mechanic, assassins have a pool of technique points that power "cold" techniques that are generally used out of combat, as well as a small selection of "lukewarm" techniques that can draw from either counter or pool for added flexibility.

An assassin chooses two "hot" technique trees and two "cold" technique trees upon character creation, thus giving the assassin inherent modularity that utterly eliminates the need for archetypes.

It is into this environment- one in which each new option multiplies the number of available builds- that Interjection Games presents the new Fabrication "cold" technique tree!

The Process

1. Each morning, gain a number of fabrication points.

2. Choose one of four gadgets for each of your gadget slots:

a. Hidden Blade - a wrist-mounted blade that gets past security
b. Smoke Bombs - consumable area effects with five variants available
c. Springknives - autotrigger attacks that are installed before use
d. Utility Belt - built with your choice of two of eight components

3. Apply up to two addons to each gadget by spending fabrication points.

4. Apply the effects of any techniques that spend fabrication points to modify construction.

5. Go make an enemy miserable.

Product Features

  • The Fabrication technique tree, with 15 new techniques
  • The Killer Engineering ability, autogranted in pieces over the course of your first three fabrication techniques
  • 4 gadgets - the hidden blade, smoke bombs, springknives, and utility belt
  • 5 smoke bomb variants
  • 8 utility belt components
  • 19 addons to mix and match on your gadgets (giving smoke bombs and the utility belt that signature Interjection Games "modularity in your modularity" for maximum player freedom and combo play)
  • 5 Fabrication technique feats covering topics from addons only for the fabrication specialist to the ability to produce a pile of bonus zero-addon gadgets to add to your equipment hoard.
Strange Magic Ultimate Bundle

Vendor: Interjection Games
Type: Book
Price: 19.99

 

Cook up something STRANGE this back to school season....with this Strange Magic Ultimate Bundle for only $19.99 for a limited time!  That's over 50% off!

Bored of Vancian magic? Try something Strange instead with this bundle of Interjection Games' Strange Magic Books that include everything you need to really develop your campaign: 

 

In development in one way or another since June of 2013, Strange Magic offers up three brand new magical subsystems with freedom as their modus operandi. Build custom spells from the ground up with ethermagic, compose your own scores with musical composition, and weave ridiculous combos and reverse recitations with truename magic. The expansions included in this bundle are exactly what you need to get you started on your Strange path!  

 

    Ethermagic Expanded - The Ethershaper Base Class

    Vendor: Interjection Games
    Type: Book
    Price: 5.99

    What is the ether?

    The ether fills the void between universes, effectively cushioning creation in its endless gyrations. Were two such universes ever to touch, their likely-incompatible physics would tear each other apart in much the same way as an encounter between a paladin and an anti-paladin. That is to say, one may survive the encounter, but neither are going to look happy when it’s over. In order to prevent this from happening, the ether absorbs the excess translational energy of the entire multiverse, which, in turn, makes it the greatest source of raw energy there is. Mind you, this means the greatest source of energy in the multiverse can be accurately described as a vat of gelatin studded with universes as though they were bits of pineapple.

    Not by study, not by blood, but by sheer, dumb luck, a mortal can find himself attuned to the limitless well that is the ether. As an infinite gift with no apparent source or rationale has a tendency to be construed as divine mandate, the vast majority of ethermages are insufferable louts, though some few take their gift and use it for nobler deeds.

    How does the ether play?

    Ultimate Ethermagic takes equal parts Douglas Adams and H. P. Lovecraft to produce an “all day long” system of magic with a cosmic flavor. Spiritual successors to the warlock base class of the 3.5 days, ethermagic classes seek to have improved playability by offering the ability to mix and match spell effects to make custom evocations on the fly. Whereas the warlock simply blasted, the ethermagician can ask, “How hard?”

    Thanks to the advent of a rapidly-regenerating spell point pool, players must choose whether or not to spend more than they will regenerate next turn. Incredibly potent effects are indeed possible, but firing them off without a care in the world will reduce the player to single-target ranged touch attacks in a hurry!

    The Ethershaper Base Class introduces a new advanced play base class to the ethermagic canon: the ethershaper. Sole user of the new voidshape etherheart (basically a school of magic), the ethershaper combines damage, support, and debilitating effects that can be woven into single spells, but then applies them based on the target’s initiative score at the time. Combined with limited initiative manipulation to allow a single spell to buff one target and deal damage to another, this makes the ethershaper more combo-oriented than any other extant ethermagic class, and as initiative scores will be different for every combat, new combos will need to be created for each fight.

    Product Features

    • The ethershaper base class

    • The herald of the self archetype, which adds chaos magic to the mix

    • The new voidshape etherheart with 70+ manifestations

    • A reprint of the alteration (self buff), bestow (other buff/debuff), and genesis (conjuration) etherhearts, including all manifestations.
    Ultimate Onmyodo

    Vendor: Interjection Games
    Type: Book
    Price: 9.99

    For people who want their oriental magic systems to feel organic and respect mythology rather than be a pile of modifiers that force existing spellbooks into the role.

    The Flavor

    According to those who practice onmyodo, the world is absolutely awash with spirits. The creek down the road has its own river god, spirits tend to every tree and blade of grass, and when a plum-loving poet is murdered by the emperor's men, he may very well manifest thunderstorms that kill government officials until he is deified. The onmyoji are uniquely suited to act as emissaries to this world of spirits, and their role is to take the advice of the spirits and apply it to the mortal world. In doing so, this makes the onmyoji a powerful diviner, and having the favor of the spirits is itself particularly valuable when danger rears its ugly head.

    The Systems

    Haiku - Used by the warrior poet base class, haiku are effectively custom bardic performances with plenty of Interjection Games' signature modularity. Build two subjects up using a spellbook of various topics, then add a kireji, or cutting word, from a complete list of cutting words used in traditional haiku. When the poet begins to perform, he chooses one of the haiku's two subjects, and when he executes his kireji as an attack action, his performance changes to that haiku's other subject.

    Origami - Used by the shikigami ascendant base class, origami represents the ascendant folding its own body to grant itself various powers each day. The number of folds allowed is based on the ascendant's origami pool.

    Petitions - Used by the onmyoji and shikigami ascendant base classes, petitions represent calling on the help of the spirit world directly, whether that be the direct intervention of Amaterasu herself, a thunderstorm Tenjin, Raijin, Susano-o, and Fujin built by committee, or just the assistance of a few dozen dead functionaries. Mechanically, the system is a wide selection of talents that are activated through the use of a spirit point pool.

    Shikigami - Used by the onmyoji base class, the shikigami is a kami-familiar bound in a shell of origami paper. Far more central to the onmyoji than a familiar is to a wizard, shikigami not only deliver talismans, but also cast their own petitions if it takes the feats for it.

    Archetypes that get rid of the shikigami? not everyone likes pets? tend to feel like whole new classes because of the amount of power that needs to be replaced.

    Talismans - Used by the onmyoji and warrior poet base classes, talismans are placed objects that allow no saving throws and function until destroyed or their duration expires. Most talismans have two variants: a single-target omamori version and an area-of-effect o-fuda version.

    Product Features

    • 3 base classes: the original onmyoji, the pet-turned-master shikigami ascendant, and "oriental bard" warrior poet
    • 5 onmyoji archetypes: grinning fox*, herald of the lucky god, mokusei*, oathbearer*, and shubo-sha
    • 1 warrior poet archetype: the kigoist
    • Dozens of player character feats
    • Feats for the shikigami
    • Feats that represent friendship with one of the Seven Lucky Gods
    • 4 new magic systems with spellbook: petitions, haiku, origami folds, and talismans

    * This archetype gets rid of the shikigami so as not to force pet play. Options!

    Strange Magic 2 - Cartomancy, Onmyodo, and Herbalism

    Vendor: Interjection Games
    Type: Book
    Price: 24.99

    If Vancian magic bores you, it's time to go Strange!

    Herbalism - Chaos magic done right!

    Strange Magic 2's herbalism is chaos magic built from the ground up and not just a table that takes a magic missile and makes it kill the party on a roll of "1".

    The Process

    1: Each morning, pick random herbs from your current biome's table.

    2: Each evening, store leftover herbs overnight in preservation vessels.

    3: When you stockpile enough, plant your favorites in potted plants and take them with you.

    4: Finally, learn recipes and collect the ingredients to create them and cash in on their awesome effects.

    Modular Customization

    Generous Kickstarter backers have piled on the bonus content in Strange Magic 2 to make sure the herbalism experience any player wants is there with a little twiddling.

    • Give up either the ability to store or the ability to plant in exchange for the ability to collect rocks. Rocks act like detonating AoE herbs, but don't spoil. (Geologist archetype - has its own spellbook)
    • Give up recipes in exchange for the ability to collect bugs. Feed bugs to activate them again and again multiple times per day, giving you a spammable ability if the core system is too random. (Entomologist archetype - has its own spellbook)
    • Force your first herb collection roll of the day to be made in a special high-chaos biome, increasing the chaos for a taste of variety nobody else can have! (Mycologist archetype - has its own spellbook)
    • All of the above - Special care has been made to allow archetypes to stack, utterly transforming the base class with their cumulative effects. Who's up for an entomologist/geologist/mycologist?

    Cartomancy - Spellcasting with deckbuilding!

    Fate has a will that guides its power, and it takes a smooth talker to trick fate into playing into one's hand. Among the best at this, cartomancers tell fortunes and manipulate fate itself using tarot cards as a focus.

    The Process

    1. When making a new cartomancer, choose the classic deck or the deathdealer deck. These cards are your collection.
    2. Using your collection, build an active deck made of least, lesser, and greater portents.
    3. Your hand is drawn from your active deck, but if you don't like your hand, you can discard cards to power seals, a limited resource that reduces the random nature of cards by giving you a number of deterministic "outs" per day.

    Modular Customization

    1. Using the Three Card Monty feat, build one or more three-card minidecks that can be unleashed whenever you need their effects.
    2. Take the Multitudes of Fate feat to add one least portent and one lesser portent from the Multitudes of Fate deck to your collection. These cards aren't found anywhere else!

    Onmyodo - Oriental druidism with respect for its mythological source

    Onmyodo, traditional Japanese occult druidism, influenced imperial policy for centuries before its eventual ban. To the onmyoji, its practitioners, the world was awash in spirits, and many of them were all too happy to share their secrets with those who knew how to speak with them. This led to the onmyoji becoming superlative diviners and advisers despite the fact that they themselves couldn't cast a single portentous spell of their own to save their lives.

    Using this as a springboard, Strange Magic 2 introduces a series of five lightweight magic systems steeped in eastern mythology to produce new gameplay options that are both delightfully chewy in crunch and authentic in the fluff.

    Haiku - Used by the warrior poet base class, haiku are effectively custom bardic performances with plenty of Interjection Games' signature modularity. Build two subjects up using a spellbook of various topics, then add a kireji, or cutting word, from a complete list of cutting words used in traditional haiku. When the poet begins to perform, he chooses one of the haiku's two subjects, and when he executes his kireji as an attack action, his performance changes to that haiku's other subject.

    Origami - Used by the shikigami ascendant base class, origami represents the ascendant folding its own body to grant itself various powers each day. The number of folds allowed is based on the ascendant's origami pool.

    Petitions - Used by the onmyoji and shikigami ascendant base classes, petitions represent calling on the help of the spirit world directly, whether that be the direct intervention of Amaterasu herself, a thunderstorm Tenjin, Raijin, Susano-o, and Fujin built by committee, or just the assistance of a few dozen dead functionaries. Mechanically, the system is a wide selection of talents that are activated through the use of a spirit point pool.

    Shikigami - Used by the onmyoji base class, the shikigami is a kami-familiar bound in a shell of origami paper. Far more central to the onmyoji than a familiar is to a wizard, shikigami not only deliver talismans, but also cast their own petitions if it takes the feats for it.

    Archetypes that get rid of the shikigami? not everyone likes pets? tend to feel like whole new classes because of the amount of power that needs to be replaced.

    Talismans - Used by the onmyoji and warrior poet base classes, talismans are placed objects that allow no saving throws and function until destroyed or their duration expires. Most talismans have two variants: a single-target omamori version and an area-of-effect o-fuda version.

    Product Features

    • 8 base classes: the herb-cooking gourmend, the herb-collecting herbalist, the warrior with a venus fly trap naturalist, the spirit-speaking onmy?ji, the haiku-performing warrior poet, the pet-made-master shikigami ascendant, the card-slinging cartomancer, and the martial card-slinging wildcard.
    • 23 archetypes, including at least five which could stand on their own as a brand new class
    • 10 new magic systems and subsystems, ranging in weight from the simple self improvement of origami folds to the controlled chaos of herbalism and its geology/entomology analogues.
    • Upwards of 100 feats
    • The optional microcosms system, which allows special features to influence biomes. A wizard's tower in a desert will behave differently from a wizard's tower in the forest, after all.
    • So. Many. Tables.
    • Print-and-play cartomancy decks
    • Tables that allow for functional, albeit slow, cartomancy play with a standard deck of poker cards. (Use the print-and-plays. Please.) Watercolor interior art by Vera Crouch