About 5 months ago, I proposed a list of new spells for Wizards, and several others here made some really great…

About 5 months ago, I proposed a list of new spells for Wizards, and several others here made some really great…

About 5 months ago, I proposed a list of new spells for Wizards, and several others here made some really great suggestions as well. That list seems to be lost in the depths of Google+, so I thought I might toss my original list back up, and see if we could get some more suggestions.

New Wizard Spells

– Conjure Grease (make things slippery and flammable)

– Magical Wall (block a direction or location with a certain number of HP)

– Affix Object (something becomes immovable, even in mid air)

– Spatial Awareness (gain knowledge of the space and moving beings around you)

– Language Relay (set up translation or long distance communication)

– Language Manipulation (improve or impede communication)

– Obscuring Mist (block senses into or out of an area)

– Animate Object (animate an object to follow your commands)

– Enervating Terrain (confuse and slow)

– Curse of Weakness (touch, inflict negative physical condition)

– Curse of Idiocy (touch, Inflict negative mental condition)

– Sapper’s Delight (move earth, dig trenches)

– Elemental Influence (produce or manipulate a small amount of an element)

If I remember correctly, because so many of these are “utility” spells, someone suggested that they be spells that can be learned at even levels. There was even a poster who suggested possible levels for the spells… I’m really disappointed that the whole thing seems lost.

Does anyone have any more recommendations?

Has anyone had any experience using a stat for character’s wealth, rather than tracking coin?

Has anyone had any experience using a stat for character’s wealth, rather than tracking coin?

Has anyone had any experience using a stat for character’s wealth, rather than tracking coin? (A bit like barter in Apocalypse world.) I was thinking of trying out the following, let me know what you think:

COIN Each character starts with a “coin” score, initially equal to their charisma, representing their relative wealth. This score has a +COIN modifier, worked out the same way as the other 6 scores. 

When you want something commonly available and spend time browsing the markets, roll+COIN. On a 10+, you get it. On a 7-9, if you still want it, it’ll cost you 1 or more from your coin score to get it (the GM will say how much) or you can get something cheaper and less effective. On a 6-, you get ripped off.

In our new campaign, we have some new races (or subraces).

In our new campaign, we have some new races (or subraces).

In our new campaign, we have some new races (or subraces).

One player wanted to play a Drow Cleric of the god of Secrets and Power. So, we decided on a Drow racial move for the Cleric:

Drow Cleric – The clergy of your race demands obedience in its subject. Cause Fear is a rote for you.

We also had a Lizardman Fighter. In this setting, lizardmen are kind of big and burly, with long tails. We made the following racial moves:

Lizardman Fighter – Your race is tall and heavy, and you leverage this when you fight. Your melee attacks are forceful.

Lizardman Druid – Your race hail from the Stinking Mire. In addition to your other attunements, it is always considered your land.

Lizardman Thief – Your long tail is prehensile, and you are as deft with it as you are with your hands.

One of my players wants to play a weaponsmith, so I’ve been trying to come up with moves that will hopefully…

One of my players wants to play a weaponsmith, so I’ve been trying to come up with moves that will hopefully…

One of my players wants to play a weaponsmith, so I’ve been trying to come up with moves that will hopefully eventually be a complete class, or at least a compendium. The central move I’ve been working on is intended to create powerful magical weapons. I’ve been tweaking it for a bit, trying to decide if I like it better than some of the existing magical-item enchanting moves. I would be grateful for any critiques you can offer:

Art of the Forge

When you use a source of power to imbue a weapon you are forging, explain how the source creates the effect and what the weapon move and trigger will be, then roll +XP spent. On a 10+, it comes to pass as you intended. On a 7-9, choose one, and the GM will tell you the result, appropriate to the degree of power:

* The trigger is different: more complex, more dangerous, has an added cost, or just completely different. 

* The effect is different: an unintended side effect, an inverted outcome, or just something different.

On a miss, something bad happens.

Suggested Moves:

…it cuts through any lesser weapon.

…it fights on its own.

…it burns with an unholy flame.

…it leaps to its owner’s hand.

…it anticipates and parries the movements of lesser swords.

…it has a monster instinct: to slay evil.

or write your own.

Suggested Triggers:

When you wield this weapon in the light of a full moon…

When the right word is spoken…

When it has tasted your blood…

When it is in the presence of an elf…

When wielded by a grandmaster of the sword-art…

When used to defend the innocent…

or write your own.

Suggested Move Complications:

…and it attracts the attention of something fell or fae.

…and it cannot be sheathed until it has spilled blood.

…and the sight of it inspires greed in onlookers.

…and possessing it gives prophetic nightmares.

…and it acts on an agenda of its own.

…it has a monster instinct: to slay evil.

or something else

Suggested Trigger Complications:

…and it has also tasted innocent blood…

…and it has previously slain something you love…

…and it is in daylight…

…and you obey its cursed whispers… 

…and you have taken a vow of poverty…

…and you lose 1 hitpoint…

…and you are standing on earth or stone…

or something else

Here’s a little guide I bashed together about my guiding framework on custom moves.

Here’s a little guide I bashed together about my guiding framework on custom moves.

Here’s a little guide I bashed together about my guiding framework on custom moves. It might be a useful place to start when you’re thinking about special front or dungeon moves, or even designing a new playbook.

I wanted to create a move for using a great bow, a weapon I saw in the Dark Souls video game.

I wanted to create a move for using a great bow, a weapon I saw in the Dark Souls video game.

I wanted to create a move for using a great bow, a weapon I saw in the Dark Souls video game. I’m hoping someone will have better ideas for the move. One of the concepts behind the bow is that each arrow must be counted because they are the size of javelins and are each 1 weight. This is supposed to compensate for the bow’s prowess.

When you plant your great bow and fire on an opponent, mark off one great arrow and roll +STR. *On a 10+, choose two. *On a 7-9, choose one.

* Deal your class damage plus 1D6.

* Pin your target to a nearby object.

* Reduce your target’s armor by 1.