Help me with the scents of Magic


Homebrew and House Rules


So last night our Sorcerer smelled magic and now I am curious what the various scents for different magic's should be. Logical or off the wall reasoning is great.

Thank you in advance.

Scarab Sages

Necromancy - Dust, Rotting Flesh, or Blood
Enchantment - Flowers or Chocolate
Evocation - Ozone, Brimstone, Acid, or Mint depending on element
Conjuration - If summoning, a hint basted on the type of thing summoned. Sulfur for devils, Grass and Trees for Fey, and so on.
Abjuration - Metal
Illusion - Smoke, or soap.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

If the rules allowed spellcraft checks to be made by perception alone, I'd be all over on this.

Unfortunately, they don't.

What I would be far more willing to allow, would be such things being a signature of a particular spellcaster. Sheila the sorceress' spells all have a slight scent of roses that lingers briefly after a casting.


Imbicatus I like some of your ideas, its all awesome! I really like this list some make perfect sense and others are just odd. I love the mix. But you forgot the school of Transmutation.

LazarX I completely understand. I do not plan to rewrite the rules part of the way into my campaign, they would rebel and all my work is for naught. But it is an interesting concept. Having personal scents could be fun and I like this too. Currently I don't know if I want to add this but I am considering it if I can find one I like.

Scarab Sages

Ronk Bonk wrote:

Imbicatus I like some of your ideas, its all awesome! I really like this list some make perfect sense and others are just odd. I love the mix. But you forgot the school of Transmutation.

LazarX I completely understand. I do not plan to rewrite the rules part of the way into my campaign, they would rebel and all my work is for naught. But it is an interesting concept. Having personal scents could be fun and I like this too. Currently I don't know if I want to add this but I am considering it if I can find one I like.

I always run magic as a sense in my games. That is different mages detect magic in different personal ways e.g. One may scent the door of peppermint and aniseed when examining an object with transmutation magic, another may see different coloured glows while a third hears shimmering strains of music shifting rapidly through the cords.


Senko that is kind of awesome! Next campaign I run I think I will have something personal like that.


Imbicatus wrote:
Enchantment - Flowers or Chocolate

An interesting idea, but I don't think it goes far enough.

If Enchantment smelled like anything, I think it would smell like the Amortentia, in that the scent changed from person to person depending on what was attractive to them... or in the case of spells with the Fear descriptor, smells that repulsed them.


LazarX wrote:
What I would be far more willing to allow, would be such things being a signature of a particular spellcaster. Sheila the sorceress' spells all have a slight scent of roses that lingers briefly after a casting.

I played with a guy years ago who, whenever he used one of his highest level spells, described the scent of cinnamon that filled the air. He also carried a neckerchief to hold over his nose when we entered foul-smelling rooms in a dungeon.

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I did homebrew some Detect Magic traits, one of which can include sniffing out magic (using Survival rather than Perception to spread the stat love around, plus actual Scent improves success with the Survival skill.

I'm currently playing a plant witch in another system (After Sundown) and his spells smell of softly of lavender (when subtle, such as creating mist), or cedar resin when more direct (animating plants to serve). His sweat also smells like lavender, it's at his essence.
I like the idea of casters smelling of their magic, even when not actively casting.

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