Posts

Counterspells

I've been thinking a bit about the idea of counterspells over the years, probably since reading a brief example of it in Weis and Hickman's Deathgate Cycle years back. And none of the iterations I've seen of it quite sit right. In my mind: There should be some chance of failure. This is something done on the fly, so it doesn't always work. It should have some price. You can't just try it against every spell thrown against you. It should not be just one spell or power that everyone needs to take (taking up a slot). It should be a bit more reflective of the breadth of a magician's understanding. But I hadn't really thought through all the specifics of what that would entail until reading The Robgoblin's post on Beyond Vancian Magic . I still am not fully onboard with his thoughts for this particular talent. But reading it lead me to more thoroughly consider the details of how to write this up for the Ancient Red Wyrm advanced edition. Other notes: The te...

Lineage - Automata

Automata are thinking machines and other constructs made of metal, wood or similar non-living substances. An automata may be powered by magic, bottled lightning, animating spirits, self-winding spring systems, arcanotech, or other odd methods. A character of this type often looks completely artificial. But even those who appear uncannily human, tend to trigger some intuition in others who instinctively know something isn’t right. Though designed to mimic the sophont mind, automata don’t always completely get the weird motives of living creatures. Automata can shut down for a preset period but don’t truly sleep or dream. Stats below are intended for use with the Ancient Red Wyrm system . But it should be possible to adapt them to other OSR and newer school fantasy role-playing games with little effort. Ability Score Adjustments (Heavy Automata): +4 STR, +2 CON, -2 WIS, -4 CHA Ability Score Adjustments (Light Automata): +4 INT, +2 DEX, -2 WIS, -4 CHA Self Repair: An autom...

Lineage - Attercop

Old fat spider spinning in a tree! Old fat spider can’t see me! Attercop! Attercop! Won’t you stop, Stop your spinning and look for me!    - The Hobbit , J R R Tolkien Attercops are a smaller, typically social species of humanoid arachnids, closely related to the more solitary and feral Ettercap. They drink blood and the internal organs of living creatures. Attercops had historically been subsistence hunters, working in teams to deal with larger prey and hold their own against more voracious predators. However, after the advent of livestock farming, many have adopted a more sedentary lifestyle, becoming eager participants in community life. Stats below are intended for use with the Ancient Red Wyrm system . But it should be possible to adapt them to other OSR and newer school fantasy role-playing games with little effort. Ability Score Adjustments:  +2 DEX, +2 WIS, -2 STR, -2 CHA Cobweb: Each round an attercop may produce about 1 square yard of weak, gauzy webbin...

Magic Items: Wings of Thistledown & Wand of Whimsy

 The following items are condensed from dreams, impressions, and tales drifting through the Feywild, or in similar fairy or dream realms. While items with similar effects may be created by mortal magicians, there is no known way to create these specific items. They must be found among fey and dreams, or obtained from another owner. Within a fey realm, the Wings of Thistledown and Wand of Whimsy are often found as part of a stereotypical fairy costume for dolls.  But, since they are normally found in the toy chests of fey giants, the magical items in question will be scaled to work well for most small and medium creatures. Wings of Thistledown These are small, costume wings which go on a character's back. The wings may be made of nearly any lightweight material including starched fabric, stiff paper, feathers, wire and gauze, or tufts of cotton. They may attach via separate straps, or be sewn into an outfit of particolored leotard and crinoline tutu.  When the wings are ...

Magic Armor/Weapon: Stompy Boots

Stompy boots are always large (seemingly oversized), metal, armored boots.  Each pair was once worn by a Knight of Chaos and is now infused with their essence.  Stompy Boots have the following advantages and disadvantages: Grants +1 protection (cumulative with other armor worn). Kicking attacks are now treated as 1d6 weapons with a +2 magic bonus to attack or damage. This bonus also applies to attempts to break things via kicking. Attacks which involve stomping on an opponent from above, do 1d12 base damage instead of 1d6. Any time the character is moving, they automatically fail at attempts to sneak or hide. Even characters without a sense of hearing can feel the vibrations in the ground and air from these boots. (These boots inspired by an item from the Trouble Juice video game .)

Magical Weapon: Flambeaux

Flambeaux are a category of magical weapons, typically taking the form of a shortsword whose blade blazes and illuminates like a torch when drawn. Flambeaux are treated as +1 magical weapons and can set flammable things on fire with a touch. However, once a Flamdeaux is drawn, it negates invisibility and all normal attempts at stealth used by the person bearing it. Sheathing the sword must be done in daylight. If the sword is sheathed under other conditions, then the flames transfer to the carrier. The bearer's head seems to dance with bright tongues of harmless flame. These intangible flames can only be extinguished by soaking the bearer's head while lit with daylight, or if another individual takes and attunes with the sword. Because of these inconveniences, some consider Flambeaux to be cursed weapons, or at least of mixed usefulness.  However, they are also somewhat easier to construct than many other traditional flaming swords.

Magic Material: Memori Foam

How much memory foam do I have to eat to remember why I put up with most of this shit? - Jon Baker No information is truly lost to entropy. It sublimes into the seething sea of virtual particles and quantum interactions. But sometimes this potential information can accumulate as Memori Foam, a semi-tangible substance:  In areas with unusual energy qualities, in the tissues of some strange creatures, or through specific scientific or magical processes. Memori Foam comes in accumulations of one or more doses, which can have many functions.  The more common uses include: Recovery:   If a dose is smeared across the surface of a broken item or damaged text, then it forms a powerful psychic impression, allowing all people who touch it in the future to gain an insight into the complete text or shape of the item. Those with the right skills may use this ability to recreate a copy of the item. Spellcasting:   Ingesting the foam allows one to cast or write down any spell, even...