So, tonight I will be featured on a local radio show in Philadelphia: Intel Outside With The Works. We'll be talking about roleplaying games in general, but we we also be discussing my Blog and my own Fiction-Fantasy writings and game-design musings!
You can check it out here and you can even call in here: (424) 222-5379!
Showing posts with label community. Show all posts
Showing posts with label community. Show all posts
Thursday, March 7, 2013
Sunday, February 24, 2013
Hey, Look: Another Community Project Contribution
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| The Projectioneer |
Magician's Fugue (Magical Disease, Permanent):
NOTE: If already under the effect of Magician's Fugue, go to Total Recall, below.The Magician has, in attempting to the Cast the Spell from his Mind, accidentally lodged it into a hidden part of his Psyche. The Magician, while under the effects of this Disease, has completely forgotten his understanding of the Spell that has triggered the Fugue.
NOTE: There are many variations of the Art & Science of Magic in the Multi-verse. Some Magicians Cast from a Pool of Power within their Minds through their Known Spells (known as Sorcerors or Psionics on some Planets). Others Program specific Spells into their Mind-Form that are Forgotten once Cast -- necessitating multiple instances of a Spell be Memorized if the Magician wishes to Cast a specific Spell more than once (known as Wizards or simply Magic-users on some Planes).
In the latter form of Spell-Magic, the Magician loses the other instances of the Spell in addition to the one Cast that triggered the Fugue. While in the Former, only the Magician's understanding is impacted, not the Pool of Energy utilized for Castings.
While under the effects of the Fugue, further Castings of the Spell that triggered the Fugue is impossible -- effectively striking the Spell from the Magician's list of Known Spells. This is a Permanent Magical Disease and can only be removed by way of a Remove Disease Spell or similar.
Note: Even redundantly researching the Spell so-forgotten will not bring the understanding of it back to the Magician. The Spell is a complete mystery to the Magician now.
Total Recall (Instant):
If a Magician who is currently under the effects of Magician's Fugue comes under the effects of the Fugue again -- the secret part of the Magician's Mind where Spells sometimes get lodged is blasted open by the transposition of a second Spell. This results in two effects:The primary effect of this is that the Spell that has triggered this second instance of Fugue is NOT forgotten -- AND the Spell that was originally forgotten is remembered.
The second effect of this is that the old Spell that has been remembered is immediately Cast as the Magician's total recall of the Spell is psychologically explosive -- the exact effects (targets et cetera) should be randomly determined by the DM.
Wednesday, February 20, 2013
The Hollow Giant
Gorgonmilk is running another Community Project, d30 Arcane Dwellings. Below is my entry into his Project. He really has some great ideas on his blog, generally. Check him out! Just a side note: My entry is not within the setting of Sophia's Children -- just a whimsy that could be found within any appropriate fantasy setting!
Hollow Giant:
The Hollow Giant is the result of an Animate Dead spell cast on the stitched-together flesh of Titanic Humanoids wrapped around an iron housing. Along with the Hollow Giant proper comes the Command Ring that allow the Wizard to direct the actions of the Hollow Giant, as well as stay in communication with it when away from the dwelling.
The entrance to the Hollow Giant's chamber is through the mouth, which will unhinge to accommodate the entrance and exit of the Wizard -- with a directive through the Command Ring, of course. Once inside, the resident-Wizard will find that within the Giant's enormous ironclad belly is a finely furnished and provisioned single-person dwelling -- fit for study, respite or simply isolating oneself from the Mundane World.
The resident-Wizard within the Hollow Giant should take care and bring plenty of scented oils and salts into the iron housing. The Animation spell, while complete, does nothing for the horrible stench of the dead that the Giant continues to exude. Caveat Emptor!
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