Alternate Magics

Alternate Magics: This skill gives a character basic familiarity with magics that are not related to standard spellcasting. It includes knowing many magical abilities of well-known Prime Plane and extraplanar monsters and of Immortal beings. The DM defines what types of knowledge this skill provides in his or her campaign.

🌀 Racial Variants #

VariantNameDescription
ElvenLey-Line SensitivityElves view magic as a landscape. They can identify the “background hum” of Immortal beings or extraplanar portals by how they distort the local flora and fauna.
DwarvenRunic ResonanceDwarves categorize “alternate” magic by its physical vibration. They are experts at identifying the innate magical properties of metals and stones used by extraplanar entities.
GnomishDimensional MechanicsGnomes treat “monstrous” abilities as biological machines. They can explain how a Beholder’s eye stalks function using principles of optics and aetheric pressure.

🌌 Regional Variants #

  1. The Planar Scholar (Metropolitan/University)

In the great arcane academies, alternate magic is a Categorical Science.

  • Specialty: Taxonomy of the Infinite. They know the specific hierarchy and “legal” restrictions of Immortal beings. They gain a +4 bonus to identify the specific plane of origin for any extraplanar creature.
  1. The Hedge-Witch (Wilderness/Rural)

In the isolated corners of the world, magic is Folk-Lore.

  • Specialty: Taboos and Talismans. They don’t know “theory,” but they know what works. They can identify the “old rules” for dealing with Prime Plane monsters (e.g., “Don’t look a Basilisk in the eye” or “Silver kills the Lycanthrope”).
  1. The Rift-Watcher (High Altitude/Peaks)

Trained in places where the veil between worlds is thin.

  • Specialty: Spatial Instability. They can sense when a creature has “teleported” or “blinked” recently. They can identify the residual “scent” of a Gate or Portal even after it has closed.
  1. The Deep-Sea Occultist (Coastal/Abyssal)

Focuses on the alien, crushing magics of the “Great Below.”

  • Specialty: Eldritch Bioluminescence. They specialize in the psionic and bioluminescent “magic” of deep-sea monstrosities (like Aboleths or Krakens). They are immune to the “fear” effect of identifying such creatures for the first time.

📜 The “Immortal Knowledge” Clause #

As per the description, this skill is one of the few ways mortals can understand Immortal beings.

  • Design Tip: You might rule that a successful check allows a character to know an Immortal’s “Domain” or “Calling Card,” but a failure might draw the entity’s attention—after all, when you stare into the Abyss of Alternate Magics, the Abyss stares back.

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Updated on February 17, 2026