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Showing posts with the label spells

Sulphur Mage

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The following is inspired by Wonder & Wickedness and the Powder Mage triology. It's written for  use with Into the Odd. I intend to use it in an upcoming gothic horror campaign for my coworkers.  Image generated with Midjourney. The Sulphur Mage is a magic user of modern times, capable of influencing firearms and harnessing the power of acids and explosives. Sulphur Mages start out with either a brace of pistols or a carbine. Sulphur Mages appeared in an era when muskets were in broad use. Gunpowder Essence Ingest one charge of gunpowder, which would otherwise be sufficient to fire one shot with a musket or pistol. One charge yields an Essence, which can be spent on the following: Gain binocular sight. Guide a single bullet, rolling the damage die twice and pick the best. Detonate a gunpowder container. The Sulphur Mage must save vs. Magic or suffer 1 Acid Damage per container that detonates as a result of the initial detonation. After using this spell, roll a d6: 1...

Magic and Free Kriegsspiel

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So part of the conceit of Free Kriegsspiel is that the Referee depends on their experience and knowledge of the world to drive the game. That’s great and all, but what about magic? There’s no way to have live experience with that, so there’s only one way out of that. You have to know something about the world you’re running.  Magic! How hard can it be? Image by GraphicMama , used with permission. A typical corollary question of “how do you do magic?” is “how do you handle damage?” which is also a question that keeps popping up. Many newcomers to the FKR way are often already familiar with roleplaying games that quantify damage, and will likely try to find a one-to-one heuristic to deal with that. To help answer this question, I typically ask another question: “What’s the in-world answer to this?”  Many fantasy worlds already present magic systems of various kinds, such as the channeling in Wheel of Time to the element bending featured in Avatar: The Last Airbender. These world...

Money Wizards - Spells for OSE

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So after a discussion about a D&D’ish society that has undergone its first industrial revolution, I came to think of a new school of magic. In this world, banks are a thing, and so is paper money. Now you don’t have to lug around chests of gold coins, but instead a fat wad of artisanal paper money. Enter the Kermamancer - the MONEY WIZARD . The money wizard has specialized in marking bills, locating stolen money, and launching fists of coins at enemies. Banks employ these wizards to ensure the safety of their clients’ fortunes. If a daring band of adventurers managed to delve their way into a bank, they might end up facing one of these types of wizards and their swole coin golems.  You will need these. Lots of them!