- I've finally started a proper campaign set in Dolmenwood! Previously, I've just run odd one-shots and side-adventures in the forest, but my latest campaign is set firmly within the its bounds. I'm running Barrowmaze, which I've situated in the middle of Dolmenwood, as the "tent-pole" for the campaign, but plan on introducing various other side-quests and complications to involve the players in the wider wood.
- I'm play-testing the first in the Dolmenwood Adventures line -- a 5th level adventure code-named "Wormwood Falls", written by myself and Greg Gorgonmilk. We've had one session so far which was a lot of fun. The adventure features a lot of very weird, psychedelic stuff and I was happy to see that it played out really well, in practice. The second session is in a few weeks. The adventure is going to be illustrated by Andrew Walter and should be out in early spring. Full colour, A5, around 50 pages, maybe hardcover and softcover options.
- Following on from that, the second Dolmenwood Adventures module is beginning to coalesce. Tentatively, it will be a 1st level adventure written by myself and Yves Geens and may involve fairies. Publication date unknown.
- Continuing the Dolmenwood theme (clearly, much of my gaming life is dominated by the setting now!), issue five of Wormskin is nearing completion for a tentative February release. This issue reveals much about the Drune, who have remained stubbornly mysterious until now.
- I also plan to publish a short "Welcome to Dolmenwood" guide, containing a brief introduction to the setting, a gazeteer, and descriptions of some of the main factions. This will act as a great starting point for anyone interested in Dolmenwood. Should be out in Jan/Feb. Probably a free download.
- Onto other things... My Complete Illusionist project is coming along nicely. I have a few dozen spells to write up still and am awaiting some contributions from other people, but it's looking like a 2017 release of the book is pretty feasible. Illustrators as yet undetermined.
- Another small project which I have on the go is a series of print-at-home booklets to speed the creation of wizardly PCs. The first booklet in the series is quite far along, so more info on that coming soon.
- Last but not least, I have the long overdue B/X Warrior. Honestly, I go back and forth on the concept a bit -- the mechanical aspects don't fit quite as naturally as they did with the thief/rogue archetype. However, the book is 95% written, so I just need to put the finishing touches to it and it will be done.
Monday, 26 December 2016
Start of 2017: Projects in the Works
Sunday, 11 December 2016
The Complete Illusionist: Work-in-Progress Spell List
Just out of interest, here are the lists so far. These only include spells which I actually have a full write-up of. I have lots more to write up and put in place. I also need to read through many of the submissions still and decide which fit.
1st level
- Auditory Illusion
- Color Spray
- Dancing Lights
- Darkness Globe
- Detect Illusion
- Detect Invisibility
- Doppelganger
- Hypnotism
- Light
- Phantasmal Force
- Refraction
- Wall of Vapor
- Glamour
- Invisibility, Lesser
- Lost and Found
- Script Codex
- Spook
- Discernment of Pyschic Location
- Evoke Nightmare
- Semblance of Wakefulness
- Sweet Dreams
- Wizard Mark
- Faerie Fire
- Uncontrollable Hideous Laughter
- Brilliant Pattern
- False Script
- Phantom Armour
- Silent Image
- Chromatic Orb
- Hush
2nd level
- Blindness
- Blur
- Deafness
- Detect Magic
- Fog Cloud
- Hypnotic Pattern
- Invisibility
- Magic Mouth
- Mirror Image
- Misdirection
- Phantasmal Force, Greater
- Ventriloquism
- Sound Codex
- Light Codex
- Somnambulism
- Vapours of Dream
- Imaginary Companion
- Whisper Thief
- Whispering Wind
- Darkvision
- Pyrotechnics
- Fool's gold
- Fascinate
- Amnesia
3rd level
- Continual Light (reversible)
- Dispel Phantasm
- Fear
- Hallucinatory Terrain
- Illusory Script
- Invisibility 10' Radius
- Nondetection
- Paralyze
- Rope Trick
- Spectral Force
- Suggestion
- Full Codex
- Energy Reflection
- Dreamspell
- Black Light
- Semblance of Life
- Phantom Steed
- Doppelganger, Improved
- Wraithform
- Enthrall
- Lost
- Deadly Darkness
4th level
- Confusion
- Illusory Stamina
- Implant Emotion
- Invisibility, Greater
- Massmorph
- Minor Creation
- Phantasmal Killer
- Phantasmal Monsters
- Solid Fog
- Looking Glass
- Shared Dream
- Masque
- Illicit Dream Projection
- Lonely Road
- Menioth's Instant Light
5th level
- Confusion, Greater
- Major Creation
- Maze
- Phantasmal Door
- Phantasmal Monsters, Greater
- Project Image
- Shadow Evocation
- Summon Shadow
- Time Flow
- Hyperreal Awakening
- Many Worlds, Many Lives
- Phantom Summons
- Overlook
- Shadow Servitor
- Phantom Palanquin
6th level
- Conjure Animals
- Phantasmal Monsters, Advanced
- Shadow Evocation, Greater
- Spectral Force, Permanent
- Spectral Force, Programmed
- Suggestion, Mass
- True Seeing
- Veil
- Through the Looking Glass
- Curse of Sleeplessness
- Psychic Cache
- Persistent Dream
7th level
- Astral Spell
- Limited Wish
- Prismatic Spray
- Prismatic Wall
- Vision
- Phantasm of Forgetting
- Dreaming
- Spell Reflection
- Unreal
- Phantasmal Resurrection
- Duo-Dimension
- Animated Artwork
- Simulacrum
- Doppelganger, Greater
8th level
- Prismatic Sphere
- Memorium
- Figment
- Illusory Abode
- Pathless Land
- Mirror Image, Advanced
- Prismatic Beam
- Black Clouds
9th level
- Alter Reality
- Dream Travel
- Weird
- Mists of Madness
- Upper Hand
- Viral Phantasm
- Doppelganger, True
Wednesday, 7 December 2016
Updated Illusionist Spell: Chromatic Orb
Chromatic Orb
Level
|
Colour
|
Damage
|
Effect
|
Gem Value
|
1st or greater
|
Pearlescent
|
1d4
|
Light
|
25gp
|
2nd or greater
|
Ruby
|
1d6
|
Heat
|
25gp
|
3rd or greater
|
Flame
|
1d8
|
Fire
|
25gp
|
4th or greater
|
Amber
|
1d10
|
Blindness
|
250gp
|
5th or greater
|
Emerald
|
1d12
|
Stench
|
250gp
|
6th or greater
|
Turquoise
|
2d8
|
Magnetism
|
250gp
|
7th or greater
|
Sapphire
|
2d4
|
Paralysis
|
250gp
|
10th or greater
|
Amethyst
|
None
|
Petrification
|
1,000gp
|
12th or greater
|
Ashen
|
None
|
Death
|
1,000gp
|
- Light: Light in a 60’ radius for one round per caster level.
- Heat: If the target fails a save versus spells, they suffer -1 to attacks and AC for one round. The heat of the ruby orb may also be used to melt ice -- up a cubic yard.
- Fire: All flammable objects within 2’ of the target are set alight. If the target fails a save versus spells, flammable objects (e.g. clothing, hair, etc) on its person are also set alight. This inflicts 1d3 damage for three rounds, unless the target spends a round extinguishing the flames.
- Blindness: The target is blinded for 1d4+4 rounds, unless it makes a saving throw versus spells.
- Stench: A 5’ radius cloud of stinking vapours erupts around the target. Any within the cloud (including the target) must save versus poison or be overcome with nausea -- unable to act except to move at half movement rate. Once leaving the cloud, the nausea subsides after 1d4 rounds. The cloud is permanent but usually disperses after one turn.
- Magnetism: The electrical energy of the orb strongly magnetizes any metal objects on the target (e.g. armour, weapons) unless a save versus spells is made. The magnetic charge lasts for 3d4 rounds and causes metal objects to stick together, typically making attacking impossible and causing a -2 penalty to AC.
- Paralysis: Unless a save versus paralysis is made, the target is paralysed for 5d4 rounds.
- Petrification: The target must save versus petrification. Failure means that it turns permanently to stone. Success means that the target is slowed for 2d4 rounds -- only able to move at half the normal rate and attack or cast spells every other round.
- Death: The target must save versus death. Failure means that it dies instantly. Success means that it is paralysed for 1d4 rounds.
Tuesday, 29 November 2016
New Vivimancer Spell: Divide Ancestry
Want to rid yourself or your friend of that embarrassing goblin heritage? Not averse to murder? Then try this vivimantic procedure!
Divide Ancestry
Level: 4
Range: Touch
Duration: Instant
Casting Time: 1 day
Cost: 150gp (drugs)
Cast upon a creature of half-race (e.g. a half-elf, half-goat, half-goblin, etc), this unusual procedure causes the subject's body to split permanently into two halves: one pure-blooded being of each parent race. The resulting beings are fully independent and begin their divided existence with identical memories and mental faculties, though the former diverge immediately -- there is no telepathic bond between them. Any talents related to one side of the ancestry are possessed only by the corresponding being.
During the procedure, the subject must be kept under the influence of deeply soporific drugs to the value of 150gp.
Friday, 25 November 2016
Wormskin Sale! / Issue Four PDF
The first three issues of the Dolmenwood zine, Wormskin, are on sale. A mere $1.99 for the PDFs and $4.99 for the print + PDF combos. A steal.
Also: issue four is just out! (PDF only for now. Print edition coming in a few weeks.)
Tuesday, 22 November 2016
The Complete Illusionist? (Plus New Spell: Unreal)
Since I started collating the illusionist spells that I've developed over the last few years and discovered that they number "quite a few", I've not been able to stop thinking about doing a proper Complete Illusionist book. I've looked at the spell lists and it looks like I actually only need a couple of dozen spells more in order to reach a nice number of spells per level. (I'm looking at 30, 24, 24, 18, 18, 18, 12, 8, 8 -- from 1st to 9th level.) Seems eminently doable! So, two things:
Firstly, call for contributors! If you have some new illusionist spells written up, send them my way! (Either to the email address in the sidebar of the blog or in g+.) I'm especially looking for spells of level 3 or above, up to ninth level.
If I include a contributed spell in the book, you'll be credited and I'll send you a free copy of the PDF. If someone sends me loads of spells that I'm into and I include four or more in the book, I'll also send you a print copy.
Get those illusionist thinking caps on! (Fez's I suppose.)
Secondly, here's a new spell:
Unreal
Level: 8
Duration: Permanent or 1 turn per level
Range: 60’
Rather than creating an illusion of a something real, this spell creates an illusion from something real. A non-living, non-magical object of up to 10’ cube in size or a single creature may be affected. A creature may save versus spells to resist.
If the spell successfully takes effect, the target ceases to be real, becoming an illusion of itself. It may be seen, heard, smelt, etc, but is completely intangible. For example, a solid section of wall made unreal may be passed through, though it appears solid; a person made unreal continues to act freely, but cannot physically interact with anything.
Objects targeted by this spell become permanently illusionary. Targeted creatures return to their normal state after one turn per level of the caster.
Sunday, 20 November 2016
New Illusionist Spell: Imaginary Companion
Imaginary Companion
- The imaginary companion may freely interact with inanimate objects, having the force to carry up to 20lbs or drag up to 40lbs (equivalent to a STR rating of 3). Any who witness the companion interacting with objects may save versus spells. Failure indicates that the companion becomes faintly visible.
- If directed to interact with a living creature, the target may save versus spells. If the save succeeds, the imaginary companion is not able to interact with the target. If the save fails, the target becomes faintly aware of the dream spirit and two-way interaction is possible.
- Creatures which can see invisible and the like are always aware of an imaginary companion, though may save, as above, to prevent it from interacting with them.
- The companion has an Armour Class of 7, 2d4 hit points, and an attack doing 1d3 damage. It may be damaged by non-living forces (fire, cold, crushing, etc) and by any living creature who is aware of it (see above).
- It has a movement rate of 90’ (30’), either walking or flying up to 10’ above the ground. The companion may not move more than 90’ away from the illusionist. If forced to do so, it suffers 1d4 damage and disappears entirely, reappearing only after the illusionist gets a night’s sleep.
- A small cat with swirling, yellow/purple eyes and violet fur.
- A transparent owl, apparently made of crystal.
- An opposite-sex replica of the caster.
- A miniature, creeping bear with human mouth and hands.
- A slender, albino child.
- A miniature, black wyvern.