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Showing posts from September, 2021

Spell #13 Estimation

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    magic user level 1 duration: Instantaneous or for complex math, a turn for each major step (BE CAREFUL) range: line of sight   Estimate- Upon observation, allows instant estimation of calculation. Correct within a normal margin of error.   So what is this spell good for?  For doing math without actually doing math. Pythagorean for slope rope math, calculus for a spiraling roc swooping to hunt buffalo, fraction math for rations and liquor and potions, trigonometry for angle of arrows and architecture, permutations for potions and puzzles and chances, calculation for gambling and investment, and so many other uses.

Spell #12 Depict

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    Magic User Level 1 Duration- 1 turn of drawing Range- Casters hands and their medium's length from marking Depict- Caster draws a thing, must have some name or description, and a way to draw. This is very broad, and is intended to aid characters/players that cannot naturally draw. Good enough descriptions should allow the player to see in-game-book depictions or sometimes notes from the referee, or drawings from them. So what is this spell good for? For seeing partial maps, seeing enemies and friends, historical events, and generally gathering information,the most powerful tool. It is also good for animate artwork in a pinch. Suggestions for medium and marking agent, ink and paper, blood and cobble, feces on bed-sheets, fingernail on skin, water on stone, knife on wood, and really, anything that can be used to mark a line on a surface. Be creative, and if you are a referee, get prepared to rapidly sketch things in multiple mediums to satisfy this spell.  In case it isn't

Spell #11 Decanter

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       Magic User Level 1 Duration: Instantaneous Range- Casters held container of liquid Decanter- Remove part from whole liquid. Caster sees concentrations of liquids than chooses. So if a liquid was 11% blood and 89% water the caster would know and could simply tip out one of the two liquids. this spell must be cast on a container or liquid, and the container must be lift-able by the caster. So what is this spell good for? This is how to separate/identify potions. And spiked drinks. And poisoned drinks. And scam cocktails. And medicine mixes. And well water. And Mixed liquors. And salad dressing, well that one separates on its own but...  Edit: INCLUDES AIR?

Spell #10 Dash of Soup

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      Magic User level 1 Duration: Instantaneous Range: Casters hands Dash of Soup- A cup of soup appears cupped in caster ’ s hands. Can be cast as a free action, and thrown as one. Soup is unpleasantly hot, to the point of smarting and stinging the hands like almost boiling water. Soup counts as 1/3 daily ration. If flung deals 1D4-1 damage at a throwing roll of -2 to hit.   So what is this spell good for? For getting yourself a serving of hot soup, for flinging in the face of an enemy and fleeing in the same action, for making steam and movement. Free action to create and throw are both great action economy, and the damage is minimal but the ability to use them whilst doing other things is powerful.

Spell #9 Coffer

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    Magic User Level 1 Duration: Instantaneous Range: Appears in caster's hands Coffer- Create a small coffer. 1/2'x1/2'x1' dimensions, made of simple wood.   So what is this spell good for? Storing objects.  

Spell #8 Cloud

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      Magic User level 1 Duration: Permanent Range: Casters breath distance Cloud- Create a small cloud of water vapor that floats just like a real cloud from the casters breath while casting this spell. Can be used as a free action.   So what is this spell good for?  Distraction, busking, blowing into a container than waiting for condensation. It will create a non-zero amount of water once condensed, and the bigger the breath the bigger the cloud. Can be used to detect invisible things, or lasers, or maybe other things that aren't visible normally to human eyes. Might be used to curry favor or piss off an elemental if the user is charismatic or not. In conjunction with strong lungs, can create large clouds, so perhaps demi- or nonhuman casters might create very large clouds.

Spell #7 Cheval Glass

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    Magic User level 1 Duration: Concentration then length of initial concentration. Range: Touch and extending radius, Starts at 1x1 feet. Cheval Glass- Create mirrored surface on target surface, extends in a one-foot radius each round of concentration. This surface then returns to normal at the same rate after losing concentration.   So what is this spell good for?   Medusa and other gaze attacks, this spell is great for peeking around corners on under cracks in doors. Good for light puzzles, looking behind you, looking at yourself, signalling great distances for survival, and some kinds of illusions might not reflect in glass. Additionally vampires hate this spell for a reason.

Spell #6 Carve

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    Magic User Level 1 Duration: Concentration Range: Fingertips of caster. Carve- Casters fingers can be used to remove from material with no greater than eight on the Mohs scale until the caster loses concentration.   So what is this spell good for? Good for leaving messages in walls, doors, floor, metal in some cases, and many other materials. Good for very slowly digging through things, perhaps good for torture. Duration being technically a very long time can mean this spell can be used to great effect, but if the caster has to eat, a fight starts, if the caster has to sleep, or defecate or urinate, or is asked a question?  Well, then the spell might end...

Spell #5 Cant

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  Magic User level 1 Duration: Five Sentences Range: 0 The caster speaks so only wizards can hear for their next five sentences they say.   So what is this spell good for? Good for concealing your speech from-non magic users. Good for getting in trouble with religions, superstitious folk, and anyone paranoid. The duration makes this spell very powerful, and could mean you could save it up day by day if you rarely speak.   Transcription of the speech might be magically possible, but this method and most any other method of recording a sentence spoken in Cant would be recorded in a language that only magic-users could interpret. So writing or recording would still be only legible/interpretable by magic users. Good for paranoid scheming magic users, or parties with multiple magic users.

Spell #4 Bundle Up

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    Magic User level 1 Duration: Instant Range: Line of Sight Heat target within line of sight, dry clothes, and restore one HP. This gives an automatic save for hypothermia.     So what is this spell good for? Hypothermia. Morale. Rain/cold weather.

Spell # 3 Bell

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    Magic User level 1 Duration: Five Rounds Range: Caster or touched target Bell- A loud bell tone peals whenever the caster or target shakes their head or is struck for the next five  rounds.     So what is this spell good for?  Marking enemies that might shapeshift, letting your team or enemies know where you are, allowing signaling to a group far away, or creating a bell tone when there is no bell present. It can be used to scare animals or people, lasts a good duration of time, and is flexible to use once cast. My favorite kind of application would be to cast on an enemy or friend in a fistfight to cause chaos. Additionally this could be used with height or in conjunction with time of day to call church service, work break, or some other town-wide call as a ruse, decoy, or distraction. Only in towns with bells though.

Potion Math for Hagaen Scalde

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  Create 8 basic reagants, components, or magical liquids. Then assign another set of 28 2-part mixes of those initial ingredients. Then each combination of the 28, which is I think 378 or so.    So its like 1+2, 1+3, 1+4, 1+5, 1+6, 1+7, 1+8, and 2+3, 2+4, 2+5, 2+6, 2+7, 2+8,and 3+4, 3+5, 3+6, 3+7, 3+8, and 4+5, 4+6, 4+7, 4+8, and 5+6, 5+7, 5+8,and  6+7, 6+8, and finally 7+8.    Those are the first 28 combination-created potions. Same potion/ingredient + itself is no reaction. Certain combinations might be Misfires, and there are many good misfire tables in LotFP, and other similar roleplaying games. This system might lead to mid combat mixing of restorative and Waterbreathing to create noxious gas potion, or maybe mixing red-handed plus bouncing to create a more powerful healing potion that you can splash on an ally down a parapet.    The mixing for players would have to be experimentation, which is what has always been missing for me in AD&D, where any two potions m

Spell #2 Allure

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      Magic User level 1 Duration: Until lured creatures next action. Range: line of sight Allure- Lure all creatures in line of sight around the caster for their next action. This next action taken will be to move, if possible, towards the caster of this spell.       So what is this spell good for? It is kinda like sleep in that it halts creatures from attacking, and if used in conjunction with another magic user, and excellent combination might be to cast Allure then following another caster to cast sleep. If the casters left, the creatures would be locked into sleeping then waking and not being able to do anything unless they can see the caster of allure. So I guess some alteration or adjudication might be prudent for the gm that allows this spell, as it is somewhat vague and potentially could lead to some curious cases.  Good for casting when you are on the opposite side of a chasm, or right next to a rigged trap, or a distance where archers and now hit the allured creatures. De

Spell #1 Acumen

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    Acumen Magic User Level 1 Duration: Instantaneous Range:Self The caster may make a quick, smart decision as a free action following this spell. The referee weighs the current situation and informs the player of the action they may take, mostly based on anything the referee knows that the player could not. So how should this spell be used? Well, when there is a weakness an enemy possesses and the silver or moonlight or vinegar or whatever is in the casters possession, they might use it. Or maybe they will spot the obvious solution, the hidden gap between the floor and wall, or some other detail that the players have seen, but will suddenly use it or put it into context. in essence this spell is meant to be a simulation of magically putting the pieces of detail or knowledge people accumulate in almost any situation that are deemed unimportant, and then magically stitching them to give the caster a brief flash of insight formed by things they saw and knew, but could not combine

How I made the Caverns

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 Here is how I did it Playlist of Making of These Maps Thanks! Oh, also here's my twitter, it has some things on it to decipher. Knubberub Oh and new schedule.

CAVERN 100

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 CAVERN 100 Lots of turns, three sizable chambers, to upshafts in, one large chamber entrance to the left, one smaller to the right. 570 vertical feet. Pyramid Edit!

Cavern 99

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 Cavern 99 One passage down, 6 passages off to the left, one out to the right. About 5 chambers, many interconnects. Some strange passages are remnants of cavern creating, but could be good spots for sentient construction. 452 vertical feet of cavern. Edit is pixel Muscle rain

Cavern 98

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 Cavern 98 NO TIME one down three or two out, maybe four, three chambers 347 vertical feet. edit is migraine

Cavern 97

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 Cavern 97 Vertical height for this cavern is 3000 feet, and it deadends. It is an upbell with a tophandle, and several passages up that wind, one that leads into the section. Only about five passages, a chamber, and a couple small loops or intercrosses. Climb variable edit.

Cavern 96

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 Cavern 96 One large passage in, one narrowing funnel out. 546 vertical feet, lots of up and downturn loops, several long vertical chambers, about three, and overall deadends and main passages headed out the base funnel exit. Subtle texture spirals and other small edits.

Cavern 95

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 Cavern 95 Two shafts down, one or two out, some up-loops and sidepassags on a leftmost midchamber. 300 vertical feet in height. Crunchy pixel edit in red and greens.

Cavern 94

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Cavern 94  Too complicated 1096 vertical feet.  Stone layers and tunnel version of cave.

Cavern 93

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 Cavern 93 One from the left, three out to the right, a couple of other sideshafts, two large chambers and connecting passages above and below.  334 vertical feet. blurred tension map for textural contrast

Cavern 92

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 Cavern 92 92 vertical feet in height, two down and one off from the left, two and a half chambers/passages. edit adds detail, looks like paper.

Cavern 91

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 Cavern 91 One upshaft, many unusual formations that go around and down in circles, with one main chamber. 346 vertical feet in height. Two edits! Blood and light circles.

Cavern 90

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 Cavern 90 127 vertical feet. One passage in? Mostly a passage.loop chamber, lots of curing side passages and up and downshafts. Edit looks woodcut-ish.