Tag Archives: magic and spells

Wizard School: Wizard of the White Hand

Roughly seventy-five years ago, there was war in Upper Thaumerica, and the armies of Eastron and the Lake Countries marched against those of the Southlands. The most dramatic and enduring consequence of that war, at least as some reckon these things, was that the Wizards of the Red Hand were broken utterly, and their order, their lore, and their power was divided among two successor organizations.

The Wizards of the White Hand trace their scholastic lineage from those who, when war came, sided with the Second Grand Alliance and chose to forever sunder the Red Handed Order. Their power is in the body, to heal it and to injure it, and they can target their spells from a great distance. However, between themselves and their counterparts, the Wizards of the Black Hand, it is they who may be the most restricted: they cannot eat meat, except it be carrion, nor accept gifts, nor ride mounts.

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Polyphores, Chimeras, and Hydras

Sooner or later, most wizards will try their hand at creating life. The artificer makes golems of stone, of bronze, of steel. The bibliothurge writes people and even nations in such detail that they acquire a substance of their own. The illusionist attempts a fakery so total, so complete, that it is indistinguishable from a normal mind. The necromancer produces assemblages of many corpses and tries their withered hand at lichdom. It is, perhaps, the hallmark of wizardry: the desire to be a Creator.

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Coyote knows what wizards are all about.

Most wizards produce life of the sort that is clad in flesh. Even the Orthodox wizard, who may be as far removed as any from the grotesqueries of biomancy, can do it, though it will take work and time and cleverness in equal measure.

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20 Potions + Potency Rules, Variants, Withdrawal Rules

Up till now I’ve been content to use Arnold K.’s Alchemy and Oozes PDF as is, because it’s got an even hundred potions and that’s enough for most purposes, but I’m working on a “junkie alchemist” class and need a set of potions whose effects can not just be made shorter or longer but stronger or weaker, and which have withdrawal effects to boot.

Potency: Some potions are stronger than others. If a potion grants a flat numerical effect, then lesser potency will halve the effect and greater potency will double the effect. If the potion involves a die roll, then lesser potency will downgrade the die (e.g. 1d6 to 1d4) and greater potency will upgrade the die (e.g. 1d6 to 1d8).

Downgrading and upgrading: If a die is downgraded from 1d2 then it becomes 1, and if it is downgraded from 1 then it becomes 0. If a die is upgraded from 1d12 then it becomes 1d12+1d2, then 1d12+1d4, and so on.

Variants: For the sake of being condensed, a lot of potions have just been listed as a variant rather than given their own entry. Assume that they work the same as the base potion except where specified otherwise.

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