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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 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