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Tome of Magic by Matthew Sernett
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This book presents interesting magic system varients for D&D 3.5. Although there are sections on adapting these magic systems to an existing campaign, it would be best to select one (or more) of these systems to use as the sole magic system in a game.

These systems tend to make it harder to do magic in the game, which makes them good for low-magic campaigns. ( )
  foxbat | Oct 1, 2006 |
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Amazon.com Product Description (ISBN 0786939095, Hardcover)

Unlock the Magical Power of
Vestiges, Shadows, and Syllables

Tome of Magic presents three new kinds of magic that you can integrate easily into any Dungeons & Dragons® campaign. These magic “subsystems” function alongside the existing D&D® magic system and offer new game mechanics, character options, and adventure possibilities. Within this tome you’ll find three new standard classes–one for each new kind of magic–as well as new spells, feats, prestige classes, monsters, and magic items tied thematically to each.


Pact Magic

Powerful entities known as vestiges exist beyond the boundaries of life, death, and undeath. The binder uses pact magic–a combination of symbols and secret rituals–to summon these entities, strike bargains with them, and gain their formidable and sometimes bizarre supernatural powers.

Shadow Magic

The Plane of Shadow is a dark, twisted reflection of the real world. The shadowcaster, by understanding the fundamental properties of the plane and unlocking its magical mysteries, learns to harness and channel its umbral gloom, shaping the darkness to serve her whim.

Truename Magic

Every creature has a truename–the word of its creation. The truenamer knows the primal language of the universe–the language of Truespeech–and learns the truenames of creatures and objects to gain control over them, transform them, or destroy them.


For use with these Dungeons & Dragons® core books
Player’s Handbook™ Dungeon Master’s Guide™ Monster Manual™

(retrieved from Amazon Thu, 12 Mar 2015 18:25:31 -0400)

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