More cantrips for a wizard who likes options
30 more limitations to the practise of magic, aka Why Everyone Cant be a Magic User
Why are most people not users of magic? Why does magic not rule the whole world? Because...
The magic of Cannibalism or Asuramancy is the weird sister of Necromancy and a distant cousin to Alchemy, although Alchemy denies it.
Magik is slippery and dangerous to work with, and failure can have disastrous results. Yet the Sorcerer's continue to ply their art without the benfit of the engines and machines now widely recognized as essential to the making of magik.
Many begin to path to master the seven-fold flame, but with one exception, no one has ever mastered all seven faces of fire.
"Looking at the clean shatter with surrounding structural damage, I’d say it was most likely a bass with mezzo-soprano backup, possibly accompanied by a skilled bassist."
the word Phthano- translates to ‘prevent’ and is the root of one of the most common enchantments in the wizarding world.
"Don’t worry, I’ve fought necromancers before! Wait, what the…"
"RUN! HE’S DANCING THE MAMBO!"
-The last thoughts of an adventurer who crossed a Spelldancer.
...or Lego Magic, if you will.
What the… since when could it do THAT?
A greater examination of the Magician’s best friend, his familiar.
Thaumatechnology - in a world where straight magic has an unnerving tendency to get the user killed, either by magical catastrophe or by being lynched by an upset mob, this is a much safer form of magical use… Even if it does occasionally explode.
A methodology for the magic behind the magic weapon.
Not all magic is pretty, or fair. Some is cold and exploitive. This is that kind of magic.
Power Sigils, Glyphs, Puissant Symbols - The Art of Sigil Magic is everywhere in Locastus, City of Mirrors
"So you want to be a wizard, eh? Well, then, this week we have a special on the Rite of Greater Induction that IÃ‚Â´m sure you will be MOST interested in. Step right into my office and let me tell you more….."
The scent of magic
The player characters, experienced and somewhat well known, hear rumors and travelers' tales about a distant area being overrun by dragons (or other terrifying monstrosities). The locals have sent them a message, begging for heroic aid.
When they investigate, they discover that nothing of the sort is going on. It turns out that a group of thieves wanted them out of the way so that they could rob them (or someone who would normally receive their protection).