[x]Blackmoor Vituperative

Tuesday, 2016-11-15

In my dream, I have a huge character sheet

Filed under: Dreams,Gaming — bblackmoor @ 09:43

Last night I dreamed that I had made up a RPG character who was a male Asian-American police detective in Los Angeles, who knew karate and had expertise with motorcycle stunts. Initially, he was going to speak with a TV-stereotype accent, but then I changed my dream-mind and decided that he was from Van Nuys and spoke just like everyone else in southern California. (I’m not sure what that says about me.)

Daniel Henney

The game system was an adaptation of ZeroSpace to TV action shows (which is certainly feasible, although it’s not something I’d ever considered before now), and I had a printed character sheet that I was taking to the game. The printed character sheet was the size of a bath towel. When I got to the game (which was apparently going to be played in a fast food restaurant — brightly lit, plastic chairs, little tables), everyone else was already there, including Susan: each of them had their own huge character sheets.

Lloyd was going to to be GMing the game. When I handed him my huge character sheet, he started walking to the other side of the room, but my character sheet got stuck on something and tore. The last thing I remember in the dream was being annoyed at that and saying, “Aw, come on, man.”

The image above is Daniel Henney, an actor who resembles how I imagined the character in the dream.

Tuesday, 2016-06-14

Magic Item: Julian’s Magic Glass

Filed under: Gaming,Television — bblackmoor @ 08:40

Julian’s Magic Glass

Julian in combat, glass in handOnce filled with rum & coke (or some other nonmagical beverage) and a piece of ice (optional), the glass will continue to be full and the ice will not melt, no matter how many sips the holder takes from it. Additionally, as long as the holder has a firm grasp on the glass, it will remain level and the liquid will not spill regardless of what befalls the holder. Julian’s Magic Glass also has the property that the holder will be allowed to carry the glass without consequences even at times and places where it is impractical, inappropriate, or would otherwise be prohibited (in combat, on horseback, in a prison, at an audience with royalty, etc.). Observers can see the glass and its contents: it just doesn’t occur to them to object to it.

Wednesday, 2016-04-13

Ethics in building design

Filed under: Comics,Conventions,Gaming — bblackmoor @ 09:05

What the whole “sexism/harassment in gaming/conventions/comic shops” looks like to me…

Someone, we’ll call them Chris, says, “We need to do something about these precipices with no railings. People keep falling — or getting pushed — over the edge, and other folks are just standing around while it happens. If you see someone on the edge of a precipice, don’t just stand there: give them a hand. And maybe put some railings around these things.”

Then a handful of people show up wearing “RailingHate” t-shirts, shouting, “This is anti-precipice liberal hate speech! Precipices are not a problem!” And they start pushing people into the chasm.

Chris is horrified, and a little confused. “Seriously? You just pushed someone over that precipice!”

But the RailingHate crowd shouts, “That’s a lie! They dated a guy whose cousin worked across the street from a company that once made signs for a railing company! It’s a huge conspiracy!” And they push a couple more people over the precipice.

Chris says, “What are you doing?? Are you insane? Why are you doing that? Stop! Please stop!”

Meanwhile, the RailingHate crowd is grabbing people and tossing them into the precipice, while shouting, “There is no need for railings! No one is falling into these precipices — they just want attention! It’s all about ethics in building design!”

It’s the most weird, demented, surreal thing I have ever seen in real life.

Friday, 2016-04-08

Petula Clark, Harry Belafonte, and Mizhena

Filed under: Civil Rights,Gaming,Television — bblackmoor @ 07:21

There is a computer game called Baldur’s Gate. It’s a fantasy adventure game based on Dungeons & Dragons, along the lines of Lord Of The Rings. An expansion for the game was released recently, and in that expansion there is a minor character named “Mizhena” who, if you engage with them and repeatedly ask them questions, will eventually tell you that they are transgender. If you are unfamiliar with Dungeons & Dragons, you might not realize that transgender characters have been a part of that game world for 30 or 40 years. It’s not new. It is, however, new to the Baldur’s Gate game.

As a result, a small segment of the Baldur’s Gate fan base revealed themselves to be vile bigots. These bigots created a “controversy”, objecting to the inclusion of this character in the game.

Petula Clark and Harry BelafonteThis “controversy” comes at an interesting time. Today, April 8 2016, is the 48th anniversary of the broadcast of the Petula Clark Show on NBC. Petula Clark was a very popular singer at the time, having fifteen consecutive Top 40 hits in the USA, starting with “Downtown” in 1965. Clark was joined on her special by Harry Belafonte, who had made Calypso and Caribbean music popular throughout the world with his singing in the 1950s. During a duet toward the end of the show, Clark touched Belafonte briefly on the arm. Doyle Lott, a vice president from Chrysler, the show’s sponsor, was present at the taping. Lott objected to the “interracial touching”. He pressured NBC to remove the “forced” contact between Clark and Belafonte, to remove this “social justice” from the show. However, Petula Clark stuck to her guns, and the special was broadcast with the “controversial” touching. When the show aired, it received high ratings.

It’s been over 40 years, and the Doyle Lotts of the world are still manufacturing controversies to defend their bigotry. I think it is right and just that people are enjoying the music of Petula Clark and Harry Belafonte to this very day, while Doyle Lott has been reduced to a footnote in the history of civil rights.

There are many cases where people of good will can and do disagree. That is usually the case, in my opinion. However, these cretins who wail and moan and gnash their teeth any time they see someone other than themselves represented are not people of good will. They are the bartender who says, “We don’t serve their kind here.” They are the prejudiced priest who refuses to heal the half-orc in the party. They are the pig-faced sheriff that says, “We don’t take kindly to outsiders around here.” They are the craven peasant accusing a midwife of witchcraft. They’re the corrupt king who doesn’t want the adventurers to fight the dragon because it’s never his daughter that gets sacrificed to it.

These are not people of good will. They are not defenders of the sanctity of gaming. They are, by their own choice and by their own hand, villains.

Tuesday, 2016-04-05

Stability spending in Trail Of Cthulhu

Filed under: Gaming — bblackmoor @ 08:22

I have created a chart for Trail Of Cthulhu, showing when it is a good idea to spend Stability to improve a Stability roll, and when it isn’t (note: it usually isn’t). Maybe this will be useful to someone.

Trail Of Cthulhu Stability Spend chart

For myself, I do not think I will use this mechanic as written. I think that I will use the following house rules.

  1. Players can’t “spend” on Stability rolls.
  2. A player may choose for their character to lose half* of the potential Stability loss instead of rolling.
  3. A character’s Stability can’t go to -12 unless it is already -11. The character’s Stability has to drop to -11 before it can go any lower. (This gives the character one last chance to survive.)

That’s orders of magnitude simpler, and will always work out better for the character than the standard “spend” rules.

(* Rounded in the character’s favor. Always round in the character’s favor.)

Monday, 2016-02-08

Fantasy Age arcana: Thought

Filed under: Gaming — bblackmoor @ 09:30

Fantasy Age logo

This is the fourth and final new arcana for the Spellbinder specialization: Thought.


Thought Arcana

Thoughts are as clay to be molded.

  • Novice: Learn Sense Minds and Share Thoughts.
  • Journeyman: Learn Sift Thoughts; gain the focus Intelligence (Thought Arcana).
  • Master: Learn Insert Thought; one spell stunt at -1 SP when casting Thought Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Sense Minds

  • Requirements: Thought Arcana (Novice)
  • Type: Utility
  • Cost: 4+
  • Casting Time: 1 Minute
  • Target Number: 11
  • Range: 10 yds
  • Test: Willpower (Self-Discipline) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Bloodhound, Fantasy Age Basic Rulebook

You can perceive the presence and location of thinking entities. When you first cast the spell or as a major action during the duration, you can search for minds within 10 yards of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of metal, or a thin sheet of lead will block the spell. You can’t sense a creature with an Intelligence less than -2, one that doesn’t understand any language, or one that makes a successful Willpower (Self-Discipline) test vs. your Spellpower. If the target fails the Willpower (Self-Discipline) test, you know their precise location, but you can’t actually listen to their thoughts. This lasts for 10 minutes, and you can keep it active for 2 MP per further 10 minutes. While the spell is active, you will be able to cast spells from the Thought Arcana against the target as though you could see them.

Share Thoughts

  • Requirements: Thought Arcana (Novice)
  • Type: Utility
  • Cost: 4+
  • Casting Time: 1 Minute
  • Target Number: 11
  • Range: 10 yds
  • Test: Willpower (Self-Discipline) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Voices Of The Wind, Fantasy Age Basic Rulebook

You can silently converse with any single person or creature within 10 yards of you that you can see or that you have located through the use of the Sense Minds spell. An unwilling participant may block the communication with a successful Willpower (Self-Discipline) test vs. your Spellpower. An unwilling participant is under no obligation to respond to you if they fail this test, but they will still hear you. You can switch to converse with a different target within range as a major action. Share Thoughts lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend.

Sift Thoughts

  • Requirements: Thought Arcana (Journeyman)
  • Type: Attack
  • Cost: 8
  • Casting Time: Major Action
  • Target Number: 11
  • Range: 10 yds
  • Test: Willpower (Self-Discipline) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Burning Shield and Ensnaring Roots, Fantasy Age Basic Rulebook

You can perceive the thoughts of any single person or creature within 10 yards of you that you can see or that you have located through the use of the Sense Minds spell. You can’t perceive the thoughts of a creature with an Intelligence less than -2 or one that doesn’t understand any language. The target may attempt a Willpower (Self-Discipline) test vs. your Spellpower. If the target succeeds on this test, the spell ends, and the target becomes aware that you were attempting to pry into their mind. If the target fails this test, you learn their surface thoughts — what is uppermost on their mind at that moment. As a major action, you can either shift your attention to the thoughts of another creature within range or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target may attempt another Willpower (Self-Discipline) test vs. your Spellpower. If the target succeeds on this test, the spell ends, and the target becomes aware that you were attempting to pry into their mind. If the target fails this test, you gain insight into their motivations, their emotional state, and their general intentions. Sift Thoughts lasts for a number of minutes equal to your Willpower, and you may, if you wish, monitor the thoughts of a single target this entire time.

Insert Thought

  • Requirements: Thought Arcana (Master)
  • Type: Attack
  • Cost: 8
  • Casting Time: Major Action
  • Target Number: 14
  • Range: 10 yds
  • Test: Willpower (Self-Discipline) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Watery Doom, Fantasy Age Basic Rulebook

You can insert a single clearly stated thought into the mind of any single person or creature within 10 yards of you that you can see or that you have located through the use of the Sense Minds spell. You can’t place a thought into the mind of a creature with an Intelligence less than -2 or one that doesn’t understand any language. The target may attempt a Willpower (Self-Discipline) test vs. your Spellpower. If the target succeeds on this test, they recognize the thought as not being their own, and they know that you placed it there. If the target fails this test, they believe the thought to be their own. They will treat the thought with all of the same seriousness as any other sincerely held belief, and they will act accordingly. This is not mind control: the target is not your puppet. How they respond to this new thought will depend on their existing desires, fears, and loyalties. Some examples of appropriate thoughts are:

  • “I will be richly rewarded for bringing [the caster] to my master.”
  • “The nobles are plotting to kill me.”
  • “These are not the gnomes I am looking for.”
  • “I have much to gain by trusting [the caster].”
  • “My father wanted me to make my own path, not follow in his.”

Friday, 2016-02-05

Fantasy Age: The Stunt Die

Filed under: Gaming — bblackmoor @ 19:55

Fantasy Age logo

An ability test uses three six-sided dice (3d6). Two of the dice should be one color and the third a different color. The off color die is known as the Stunt Die. The three dice are rolled and added together, and then 2 more is added if the character has an appropriate focus (3 if the character has taken the focus twice). The final number is the test result.

Test result = 3d6 + ability + focus

The test result is compared to a static target number (TN) in the case of a Basic Test or the test result of another character in an Opposed Test. A character wins a Basic Test by meeting or beating the target number and an Opposed Test by beating the opponent’s test result. The results of the Stunt Die can be used to determine the degree of success and to break ties in the case of an Opposed Test.

[…]

  • Leave the dice on the table after a roll because the result of the Stunt Die may be important.
  • The Stunt Die only counts for successful tests.
  • In opposed tests, ties are broken by the Stunt Die, or the higher ability if those too are tied.

(Fantasy Age Basic Rulebook, “Mastering The Rules”)

Tuesday, 2016-02-02

Fantasy Age arcana: Faerie

Filed under: Gaming — bblackmoor @ 15:20

Fantasy Age logo

A new arcana for Fantasy Age: Faerie.


Faerie Arcana

You know the proper etiquette for dealing with faeries, and can use some of their powers yourself.

  • Novice: Learn Faerie Bargain and Glamour.
  • Journeyman: Learn Transmogrify; gain the focus Intelligence (Faerie Arcana).
  • Master: Learn Walk Unseen; one spell stunt at -1 SP when casting Faerie Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Faerie Bargain

  • Requirements: Faerie Arcana (Novice)
  • Type: Utility
  • Cost: 4
  • Casting Time: 1 Minute
  • Target Number: 11
  • Range: 100 yds
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Voices Of The Wind, Fantasy Age Basic Rulebook

You offer a small but appropriate gift to a minor local faerie, and get a small service in exchange. The gift offered is up to the caster to choose, but it is always some item of negligible value that the caster may be assumed to have on hand (a piece of cake, a silver coin, a saucer of cream, etc.). The magic of the Faerie Bargain guarantees that the type of faerie desired will appear and will accept the bargain. Some examples are:

  • A brownie will perform a single domestic service, such as cleaning and mending someone’s shoes or their clothing, repairing a household item, or cleaning and organizing a living area.
  • A gremlin will sabotage a single mechanical device or contrivance within 100 yards, to the extent that it will take a human at least an hour to repair it.
  • A leprechaun will lead you to the most valuable unattended item or collection of items (in the opinion of the leprechaun) within 100 yards, not including that which belongs to the leprechaun.
  • A sprite will scout the immediate vicinity for you (no more than 100 yards), answering three questions honestly but precisely (be careful what you ask for).

The etiquette of the bargain prohibits you from acting against the faerie’s interests, such as tricking it into attacking someone or leading it into a trap. If you have Faerie Arcana (Master), the number of services is doubled (for example, a sprite would answer six questions).

Glamour

  • Requirements: Faerie Arcana (Novice)
  • Type: Utility
  • Cost: 2/hr
  • Casting Time: Major Action
  • Target Number: 8
  • Range: Touch
  • Test: Perception (Seeing) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Arcane Lantern, Fantasy Age Basic Rulebook

You project a minor illusion which makes you appear to be clean, healthy, attractive, and wearing clothing just slightly better than anyone around you. A target who has a reason to doubt the reality of the illusion and who makes a successful Perception (Seeing) test vs. your Spellpower will see you as you truly are. Glamour lasts for 1 hour and you can extend it for up to 5 hours for a cost of 2 MP per hour. This spell can be cast on others.

Transmogrify

  • Requirements: Faerie Arcana (Journeyman)
  • Type: Attack
  • Cost: 8
  • Casting Time: Major Action
  • Target Number: 14
  • Range: 30 yards
  • Test: Varies
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Ill Omens, Fantasy Age Basic Rulebook

You magically transform a thing or creature into something else until a specific reasonably common condition is met. If the specific condition is not met within 24 hours, the thing or creature will revert of its own accord. What you can turn it into depends on what it was to begin with.

  • You can transform a thing or a small collection of identical things into any other thing or small collection of identical things. The things transformed may be as small as a coin or as large as a wagon. For example, a pumpkin could be transmogrified into a carriage until the stroke of midnight, leaves could be transmogrified into gold coins until someone tries to buy something with them, or a crude meal of tubers and gruel could be transmogrified into a grand feast until someone complains about it. Things are not able to resist the spell, but they must be unattended or under your complete control — you can’t change a chest into a matchbox if someone is in it.
  • You can transform a single animal into another animal that you have seen or into a person. The animal transformed may be as small as a shrew or as large as an elephant. For example, a mouse could be transmogrified into a horse until the stroke of midnight, a raven could be transmogrified into a man until it eats something, or a tiger could be transmogrified into a bunny rabbit until it falls asleep. The target can resist the transmogrification with a successful Constitution (Stamina) vs. Spellpower test. Each of the animal’s attributes are equal to its natural attribute or the attribute of its new form, whichever is greater, and the animal’s general demeanor is unchanged — a tiger transmogrified into a bunny rabbit is still quite dangerous. Animals transmogrified into people are able to speak and understand the caster’s native language, although they may not have anything interesting to say.
  • You can transform a single person so that they have the characteristics of an animal you have seen, but are otherwise still humanoid. For example, a man could be transmogrified to have the head of an ass until someone voluntarily kisses him, a woman could be transmogrified to have the head of a bear until she sincerely apologizes for her unkind behaviour, or a child could be made to have the tail of a pig until they share something they have with someone less fortunate than themselves. In each case, the transformation confers no useful abilities, the target must be told the condition that will end the spell, and it must be something within their power to perform. The target can resist the transmogrification with a successful Willpower (Self-Discipline) vs. Spellpower test.

Walk Unseen

  • Requirements: Faerie Arcana (Master)
  • Type: Utility
  • Cost: 10+
  • Casting Time: Major Action
  • Target Number: 15
  • Range: None
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Winds Of Flight, Fantasy Age Basic Rulebook

You move ever-so-slightly into Faerieland, allowing you to move unseen, unheard, and unsmelt in the mortal world. You remain invisible, inaudible, and unsmellable until you take an attack or Cast action, whereupon you immediately become visible, audible, and smellable. Walk Unseen lasts for 10 minutes and you can extend it for up to an hour for a cost of 2 MP per 10 minutes.

Monday, 2016-01-25

Fantasy Age specialization: Spellbinder

Filed under: Gaming — bblackmoor @ 11:25

Fantasy Age logo

A new specialization for Fantasy Age: Spellbinder.


Spellbinder

While most mages use their arcane arts to impose their will on the world around them, spellbinders concentrate their attention on the subtlest of the arcane arts: the line between what is real and what we only think is real. This focus on the ephemeral gives spellbinders greater effectiveness in wielding (and resisting) such manipulations, and eventually deepens their understanding of the nature of reality itself. For some mages, this expertise is used to conceal and deceive, while others study this power to seek a deeper truth.

You have a talent for spellbinding magic. Choose one of the following magic talents to be your favored arcana: Enchantment Arcana, Faerie Arcana, Illusion Arcana, or Thought Arcana.

  • Novice: You gain a +2 bonus when resisting spells from your favored arcana.
  • Journeyman: Your knowledge of the subtle arts is deep. When casting spells of your favored arcana, their cost in magic points is reduced by 1, to a minimum of 1.
  • Master: You understand the relationship between perception and reality. You can choose a second favored arcana from the list.

Saturday, 2016-01-23

Fantasy Age arcana: Demonology, Enchantment, Frost, Illusion, Shapeshifting

Filed under: Gaming — bblackmoor @ 19:14

Fantasy Age logo

I am currently working on an electronic fillable character sheet for Fantasy Age. I think I have the Mage sheet just about done: the Rogue and Warrior sheets will be next.

In the meantime, perhaps you will find these new arcana (spells) interesting.


Demonology Arcana

Harness the powers of Evil.

  • Novice: Learn Demonic Servant and Hellish Vitality.
  • Journeyman: Learn Conjure Hellfire; gain the focus Intelligence (Demonology Arcana).
  • Master: Learn Demonic Warrior; one spell stunt at -1 SP when casting Demonology Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Demonic Servant

  • Requirements: Demonology Arcana (Novice)
  • Type: Utility
  • Cost: 2/hr
  • Casting Time: Major Action
  • Target Number: 8
  • Range: 20 yds
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Arcane Lantern, Fantasy Age Basic Rulebook

You summon a minor winged demon to serve your earthly needs. The demon has 0 in all attributes, is invisible, and will return to whence it came if it is attacked or it is commanded to attack. The demon can accomplish any simple task, such as cooking, cleaning, opening and closing windows, starting fires, carrying burdens, and so on, and it will perform these tasks to the best of its ability. The demon has a Speed of 8, and it can fly, but if commanded or forced to go more than 20 yards from you, it will return to whence it came. Your demonic servant will attend to your needs for one hour, but its stay can be extended for 2 MP per additional hour.

Hellish Vitality

  • Requirements: Demonology Arcana (Novice)
  • Type: Enhancement
  • Cost: 3-9
  • Casting Time: Major Action
  • Target Number: 10
  • Range:
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Healing Touch, Fantasy Age Basic Rulebook

Your body is invigorated with demonic energy, making you unnaturally resilient. You can choose to spend up to 9 MPs when you cast the spell. For each 3 MP spent, you gain 3d6 Health. This additional Health is lost at the end of the encounter, but can not reduce your Health below its normal maximum. You can only cast this on yourself.

Conjure Hellfire

  • Requirements: Demonology Arcana (Journeyman)
  • Type: Attack
  • Cost: 7
  • Casting Time: Major Action
  • Target Number: 15
  • Range: 30 yds
  • Test: Willpower (Faith) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Lightning Bolt, Fantasy Age Basic Rulebook

A sulfurous blast of hellfire spews from your outstretched hand or arcane device to strike a single visible target within 30 yards of you. The hellfire inflicts 2d6 + Willpower penetrating damage. A target that makes a successful Willpower (Faith) test vs. your Spellpower only takes 1d6 + Willpower penetrating damage. Rather than using it to attack, you may instead use your hellfire to ignite all torches, candles, fire pits, pyres, and other such prepared combustible materials within 30 yards of you.

Demonic Warrior

  • Requirements: Demonology Arcana (Master)
  • Type: Utility
  • Cost: 15
  • Casting Time: Major Action
  • Target Number: 15
  • Range: 10 yds
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Awaken Tree, Fantasy Age Basic Rulebook

You summon a soldier demon (see Chapter 9: Adversaries). It is friendly to you and obedient to your commands for the duration of the encounter. At the end of the encounter, or when it reaches zero Health, the soldier demon returns to wherever it came from.


Enchantment Arcana

The power to confound and beguile.

  • Novice: Learn Beguile and Influence.
  • Journeyman: Learn Sleep; gain the focus Intelligence (Enchantment Arcana).
  • Master: Learn Enthrall; one spell stunt at -1 SP when casting Enchantment Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Beguile

  • Requirements: Enchantment Arcana (Novice)
  • Type: Attack
  • Cost: 2
  • Casting Time: Major Action
  • Target Number: 11
  • Range: 10 yds
  • Test: Willpower (Self-Discipline) vs. Spellpower
  • Source: Dragon Age Players Guide

You ensorcell one visible target within 10 yards. A target that makes a successful Willpower (Self-Discipline) test vs. your Spellpower is slightly confused and suffers a -1 penalty on all ability tests until the beginning of your next turn. A target that fails the test suffers the same penalty and cannot take any actions on his next turn.

Influence

  • Requirements: Enchantment Arcana (Novice)
  • Type: Enhancement
  • Cost: 4+
  • Casting Time: Major Action
  • Target Number: 10
  • Range: 6 yds
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Spell Ward, Fantasy Age Basic Rulebook

You can weave a glamour that lends weight to your words and actions. You gain a +2 bonus on all Communication tests directed at one target of your choice. This bonus lasts until the end of the encounter. By expending additional MP, you can extend this benefit to more targets: 2 MP per additional target, up to a number of targets equal to your Willpower. If you have the Enchantment Arcana focus, you can extend this benefit to two more targets, or alternately increase the spell’s bonus to +3. You can only cast this on yourself.

Sleep

  • Requirements: Enchantment Arcana (Journeyman)
  • Type: Attack
  • Cost: 3+
  • Casting Time: Major Action
  • Target Number: 11
  • Range: 20 yds
  • Test: Constitution (Stamina) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Ensnaring Roots, Fantasy Age Basic Rulebook

A target within 20 yards must make a successful Constitution (Stamina) test vs. your Willpower or fall unconscious until the end of the encounter, until the sleeper takes damage, or until someone uses a major action to shake or slap the sleeper awake. Additional targets within 20 yards may be affected for +3 MP per target.

Enthrall

  • Requirements: Enchantment Arcana (Master)
  • Type: Attack
  • Cost: 11
  • Casting Time: Major Action
  • Target Number: 17
  • Range: 6 yds
  • Test: Willpower (Self-Discipline) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Yora http://roninarmy.com/threads/2878-Idea-for-a-Mind-Arcana

You bewitch the target of the spell, bending their will to your own. If the target fails a Willpower (Self-Discipline) test against your Spellpower, they become your devoted servant. You may issue orders to the target, and they will do their best to obey; if not under any specific orders, the target will try to serve you faithfully to the best of their ability. Any time the target is ordered to do something that would cause serious harm to themselves or their friends and allies, or that would put them at extreme risk, or that would force them to violate their most devoutly held beliefs, they can make another Willpower (Self-Discipline) test against your Spellpower: success on this test ends the spell. What the target considers serious harm or extreme risk depends on how they perceive the situation, and they can be tricked into breaking the spell even if no actual threat is present. You can maintain a number of thralls equal to your Willpower at any one time.


Frost Arcana

The world will end in ice.

  • Novice: Learn Frost Cloud and Quick Freeze.
  • Journeyman: Learn Ice Sculpture; gain the focus Intelligence (Frost Arcana).
  • Master: Learn Ice Storm; one spell stunt at -1 SP when casting Frost Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Frost Cloud

  • Requirements: Frost Arcana (Novice)
  • Type: Attack
  • Cost: 4
  • Casting Time: Major Action
  • Target Number: 13
  • Range: 20 yds
  • Test: Constitution (Stamina) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Jolt and Shock Blast, Fantasy Age Basic Rulebook

You create a cloud of freezing mist in a 6 yard by 6 yard area within 20 yards of you for 5 minutes. Anyone in this area takes 2 penetrating damage each round and suffers a -2 penalty to Perception (Seeing) tests. Targets that make a successful Constitution (Stamina) test each round vs. your Spellpower only suffer a -2 penalty to Perception (Seeing) tests during that round.

Quick Freeze

  • Requirements: Frost Arcana (Novice)
  • Type: Utility
  • Cost: 3
  • Casting Time: Major Action
  • Target Number: 10
  • Range: 6 yds
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Arcane Spring and Regrowth, Fantasy Age Basic Rulebook

You cause an inanimate object up to 2 yards by 2 yards by 2 yards (8 cubic yards) in volume to freeze solid in an instant. This causes a volume of water to freeze into solid ice, and causes objects like doors and chests to be difficult to open, requiring a Strength (Might) test vs. your Spellpower.

Ice Sculpture

  • Requirements: Frost Arcana (Journeyman)
  • Type: Defense
  • Cost: 6
  • Casting Time: Major Action
  • Target Number: 11
  • Range: 6 yds
  • Test: Strength (Might) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Water Wall, Fantasy Age Basic Rulebook

You conjure a solid mass of ice, up to 3 yards long and 1 yard wide. It may be any contiguous shape, such as a swan, mermaid, or wall. Anyone attempting to smash the ice sculpture or break through it must make a Strength (Might) test vs. your Spellpower. If you cast this spell more than once in an encounter, you can link together the sculptures into one continuous mass of ice. The ice sculpture lasts until the end of the encounter, at which point it will begin melting at the normal rate.

Ice Storm

  • Requirements: Frost Arcana (Master)
  • Type: Attack
  • Cost: 11+
  • Casting Time: Major Action
  • Target Number: 15
  • Range: 50 yds
  • Test: Dexterity (Acrobatics) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Firestorm, Fantasy Age Basic Rulebook

You create a brutal hailstorm with a 4-yard radius anywhere within 50 yards of you. Anyone caught in the area takes 2d6+Willpower damage and suffers a -5 penalty to Speed for one round. This spell normally lasts for one round but for 5 MP, paid at the start of your subsequent turns as a free action, you may extend the duration by an additional round.


Illusion Arcana

Seeing is believing.

  • Novice: Learn Minor Illusion and Phantasm.
  • Journeyman: Learn Grand Illusion; gain the focus Intelligence (Illusion Arcana).
  • Master: Learn Nightmare; one spell stunt at -1 SP when casting Illusion Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Phantasm

  • Requirements: Illusion Arcana (Novice)
  • Type: Attack
  • Cost: 4
  • Casting Time: Major Action
  • Target Number: 12
  • Range: 20 yds
  • Test: Willpower (Courage) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Flame Blast, Fantasy Age Basic Rulebook

You bring into being an illusory monster which claws and bites one target within 20 yards. The target takes 2d6+1 damage. Targets that make a successful Willpower (Courage) test vs. your Spellpower only take 1d6+1 damage.

Petty Illusion

  • Requirements: Illusion Arcana (Novice)
  • Type: Utility
  • Cost: 3+
  • Casting Time: Major Action
  • Target Number: 8
  • Range: 20 yds
  • Test: Perception (Seeing) vs Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Forest Blend, Fantasy Age Basic Rulebook, and Maliloki http://roninarmy.com/threads/2710-Cold-Arcana?p=112049&viewfull=1#post112049

You create an illusion up to 2 yards by 2 yards by 2 yards in volume within 20 yards of you. The illusion may not move from its original location, but it may incorporate stationary movement (such as waving or shifting its weight). You can incorporate sounds into the illusion for +2 MP at the time of casting. The illusion can be programmed with a set motion, or controlled if the caster stays within range. A target who has a reason to doubt the reality of the illusion and who makes a successful Perception (Seeing) test vs. your Spellpower will realize that the illusion has no substance. The illusion lasts for one minute, but can be extended for 1 MP per additional minute.

Grand Illusion

  • Requirements: Illusion Arcana (Journeyman)
  • Type: Utility
  • Cost: 6+
  • Casting Time: Major Action
  • Target Number: 13
  • Range: 30 yds
  • Test: Perception (Seeing) vs Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Veil Of Darkness, Fantasy Age Basic Rulebook, and Maliloki http://roninarmy.com/threads/2710-Cold-Arcana?p=112049&viewfull=1#post112049

You create an illusion up to 20 yards by 20 yards by 20 yards in volume within 30 yards of you. The illusion may not move from its original location, but it may incorporate stationary movement (such as waving or shifting its weight). You can incorporate both sounds and smells into the illusion for +4 MP at the time of casting. The illusion can be programmed with a set motion, or controlled if the caster stays within range. A target who has a reason to doubt the reality of the illusion and who makes a successful Perception (Seeing) test vs. your Spellpower will realize that the illusion has no substance. The illusion lasts for one hour, but can be extended for 2 MP per additional hour.

Waking Nightmare

  • Requirements: Illusion Arcana (Master)
  • Type: Attack
  • Cost: 15
  • Casting Time: Major Action
  • Target Number: 15
  • Range: 50 yds
  • Test: Willpower (Courage) vs. Spellpower
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Jason “Wired Wolf” Hanks https://www.dropbox.com/s/5bjgupwu48oly9z/The_Veil_Codex.pdf?dl=0

You overwhelm a target within 50 yards with visions of their darkest fears. Until the target succeeds on a Willpower (Courage) test vs. your Spellpower, they can do nothing but cower in fear. Each turn the target remains under the effect of the waking nightmare, they take 2 penetrating damage. A target failing the initial test may try again at the start of each of their turns until they successfuly face their fears and end the spell.


Shapeshifting Arcana

To improve is to change.

  • Novice: Learn Disguise and Shifting Priorities.
  • Journeyman: Learn Protean Gifts; gain the focus Intelligence (Shapeshifting Arcana).
  • Master: Learn True Shape; one spell stunt at -1 SP when casting Shapeshifting Arcana spells.
  • Source: Brandon Blackmoor bblackmoor@blackgate.net

Disguise

  • Requirements: Shapeshifting Arcana (Novice)
  • Type: Enhancement
  • Cost: 3+
  • Casting Time: Major Action
  • Target Number: 10
  • Range:
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Arcane Lantern and Stone Cloak, Fantasy Age Basic Rulebook

Your flesh ripples and flows, allowing you to become thicker or thinner and up to a foot shorter or taller. You can change your hair length, your features, your race, and even your gender, but you can’t change your basic biology: you can’t change the number or location of your limbs, for example, nor can you change your flesh into wood or stone. If you have the Shapeshifting Arcana focus, you can attempt to mimic the appearance of another creature you have seen. Anyone with a reason to suspect that you are not who you appear to be can attempt an opposed Perception (Seeing) test against your Communication (Disguise) test; you may add your Shapeshifting Arcana focus to this Communication (Disguise) test. Disguise lasts for one hour, but can be extended for 2 MP per additional hour. You can only cast this on yourself.

Shifting Priorities

  • Requirements: Shapeshifting Arcana (Novice)
  • Type: Enhancement
  • Cost: 6+
  • Casting Time: 1 minute
  • Target Number: 11
  • Range:
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Stone Cloak and Voices of the Wind, Fantasy Age Basic Rulebook

Your magically restructure your body, re-arranging your physical form to fit your needs of the moment. You may reduce your Constitution, Dexterity, and/or Strength, and then increase your Constitution, Dexterity, and/or Strength by the same amount. No attribute may be reduced below -2. This spell normally lasts for one minute, but you may extend the duration for 1 MP per additional minute. You can only cast this on yourself.

Protean Gifts

  • Requirements: Shapeshifting Arcana (Journeyman)
  • Type: Enhancement
  • Cost: 8+
  • Casting Time: 1 minute
  • Target Number: 12
  • Range:
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Strings Of Fate and Winds Of Flight, Fantasy Age Basic Rulebook

You magically warp your body to gain a bestial form and associated abilities. You may select one of the following benefits, or another of similar usefulness with the GM’s approval.

  • Alate: You grow wings, which may be either feathered or leathery at your choice. You gain a flying Speed equal to your Willpower. You must use the rules for flying found in Chapter 2: Basic Rules, though you retain your land speed while on the ground.
  • Aquatic: Your fingers and toes elongate and become webbed, your skin becomes rubbery and smooth, and gills grow on your chest or throat. You are able to breathe either water or air, you can survive comfortably in the icy deep, and you gain a swimming Speed of 8 + Willpower. You also gain the focus Constitution (Swimming).
  • Ferocious: You grow claws, horns, spines, tusks, or another natural weapon of your choice. Your natural weaponry counts as a magic weapon (so it could hit incorporeal creatures, for example), and you are considered trained in the weapon. Striking an opponent with your natural weaponry requires an Accuracy (Brawling) test, and inflicts 2d6 + Strength damage (you can substitute Willpower for Strength when inflicting damage, if you wish).

Protean gifts lasts for 1 hour and you can extend it for up to 5 hours for a cost of 2 MP per hour. You can only cast this on yourself.

True Shape

  • Requirements: Shapeshifting Arcana (Master)
  • Type: Enhancement
  • Cost: 15+
  • Casting Time: 1 minute
  • Target Number: 15
  • Range:
  • Test: None
  • Source: Brandon Blackmoor bblackmoor@blackgate.net, based on Arcane Circle and Winds Of Flight, Fantasy Age Basic Rulebook

The fabric of your physical body magically transforms into any shape or substance you wish, whether animal, vegetable, or mineral. You may grow to the size of an elephant, or shrink to the size of a gnat. Your physical attributes (Constitution, Dexterity, and Strength) become those of your new form, and you gain any other physical abilities of that form, such as flight, armor, and natural weaponry. If you are reduced to zero Health in your new form, the spell automatically ends, and your are returned to your original form at one-half of your normal Health (rounded down); otherwise, one-half of any damage (rounded down) taken by your new form is applied to your natural form when the spell ends, applied proportionately. For example, if you lose fifty percent of your Health while an elephant, you will lose twenty-five percent of your normal Health when you return to your original form. True shape lasts for 1 hour, althogh you may choose to end it early, and you can extend it for up to 5 hours for a cost of 2 MP per hour. You can only cast this on yourself.

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