Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Friday, May 2, 2025

Dungeon Design Tips: Ticking Time Clocks, And Wizard Bullets

There is a common complaint among many Game Masters that players ride roughshod over their dungeons and encounters without any serious challenge. Things are just too easy, and there's rarely any real risk to them. However, once Game Masters start pulling back the curtain, it becomes clear they're leaving out an important aspect of the game... namely, that sometimes things need to be done quickly.

For more installments of this series, check out:


Seriously, it makes a difference...

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

A Timer Makes A Big Difference!


Now, before we get going on this, it's important to remember that not all events should have a ticking time clock on them. Sometimes the party should be allowed to take their time, explore, and go at their own pace. However, time should be treated as a resource in an RPG, and like any resource it should be finite. Not only that, it should be more finite in particular instances than others as a way of creating additional challenge.

For some examples, consider the following situations:

- The party must reach the heart of the Shrine of Eternal Storms... but it is only ever accessible for 3 days out of a year. If they fail in their quest, they will either need to escape and wait another year, or they will be trapped inside!

- A jailbreak is happening tonight! They need to get themselves, and a specific fellow prisoner, out... preferably before the guards realize what's happening!

- A force of the dread warlock Al-Kazir is approaching the ruins with the intent to seize the Bloodstone. They need to get it first, otherwise it will fall into his hands... then there may be no way to stop him and his legions if that happens!

While there are just a few broad strokes, you get the idea. It's not just that the party has to fight their way through a dungeon, or explore a dangerous crypt, or acquire a certain relic... it's that they don't have the luxury of time. This means that they will have to make choices based on the sand falling through the hourglass as much as anything else, and it will likely lead to some hard decisions.

We don't have time for this...

As an example, the smart thing to do in a dungeon is to carefully check every inch of the floor for traps... but if you have enemy forces closing on your position, you don't have the luxury of crawling along the floor and fiddling with every door. So now the rogue is rushing the job, or alternatives methods are used. Does the barbarian or the fighter bulldoze their way down a hallway, counting on toughness or armor to save them from the worst of the trap's damage? Or does the necromancer take one of her least-robust servants, walking the undead down the hall to trigger any tripwires or slicing blades, sacrificing the zombie in order to gain a few precious minutes of efficiency?

The same is true of combat situations in the dungeon. While a party might normally decide to clear a dungeon room by room, fighting anything that resists them, that can turn into a slog, and use a lot of resources that requires members to rest, recuperate, and replenish themselves. Alternatively, the party might like to try diplomacy and negotiation, but such tactics can be unreliable at best, and they often eat into the amount of time one has allotted. Does the press of minutes mean that the characters embrace stealth or guile instead? Perhaps attempting to sneak in without being seen, getting close to their goal and rushing out before they can get caught? Or do they attempt to blend in, don the uniforms and forms of creatures or warriors who should be present in this place, avoiding battle as much as possible in order to get what they came for and get out?

These are the kinds of pivots and changes that can be made when players don't have time to rush in, face first, sword swinging, before retreating half a dozen times to try again the next day once they've had 8 hours of rest, a Gatorade, and a chance to replenish all their spells and class features.

This is Where The Wizard Bullets Come In


Vancian magic is the dominant form of magic in Dungeons and Dragons, Pathfinder, and similar games. Characters start the day with a certain amount of spells, and even if you aren't a spellcaster per-se, you often have a class feature or power that has a pool of points or resources (a cleric's channel energy, an alchemist's bombs and extracts, a monk's ki pool, a swashbuckler's panache, and so on) that runs out as you use them. This acts kind of like the bullets in a gun, which means that spellcasters and similar characters are extremely dangerous as long as they still have ammunition, but once they run out of their resources, they have a serious problem.

The problem arises when players have no time limit on their activities, and there's no penalties for rushing in, empting their magazines (so to speak), and then retreating to rest and recharge before coming in fresh. Because the challenge of these games is set up in such a way that a party should go through between 3 and 5 encounters between when they first loaded up to fight, and when they are supposed to be drained of their abilities.

By putting a time constraint on your players, you eliminate them retreating and "reloading" after every single encounter (or only a small handful of them), thus forcing them to conserve their resources and make tougher decisions about where they're going to use their powers, and how they're going to handle things going forward.

Oh balls... Guys, I think I'm tapped out!

For example, does the sorcerer really want to cast a spell just because it's their turn? Or will they use a wand or a scroll that will still be a helpful contrinbution to the battle while keeping their own powers in reserve? Does this battle really warrant the barbarian using their Rage, or can they handle this with their raw, brute strength and clever maneuverability? Does the ranger want to use their special arrows on this fight, or should they save those for the upcoming boss fight, knowing they only have a handful of them?

Because if players know, academically, they're on a time crunch they are going to get a lot more creative with their resources. Not only that, but they're going to really ask whether it's worth pulling the trigger when they only have so many rounds in the magazine... or should they just let the fighter with the greatsword handle it, even if it means the spellcaster has to wait a round or two while the martials mop up the rest of the battle?

If your players can just go in, guns blazing with no repercussions for walking back out and taking 24 hours to rest and recuperate to get themselves fully locked and loaded before wading back in... well, that's certainly going to undermine your threat and danger. But if they know they have to do all of this in one go, and the only resources they have are the ones they bring in the door with them, that's going to be a very different (and usually much more tense) adventure.

Additional Recommended Reading


If you enjoyed this piece, then I would recommend checking out 100 Tips And Tricks For Being A Better Game Master, along with the companion piece 100 Tips For Being A Better RPG Player. Both of these supplements have been quite popular, and they collect some of the best field-tested tips that have been covered on this blog over the years!


Like, Follow, and Stay in Touch!


That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, September 26, 2022

You Don't Win The Next Encounter By Preparing For The Last One

"The best way to lose the next war is to spend all your time learning how to best fight the last one."

There are a dozen different varieties of this sentiment out there, but even a brief study of history (or a look at today's headlines) proves exactly how true this can be. The introduction of the crossbow in large numbers put power into the hands of people who didn't need decades of training, and it allowed them to pierce even heavy armor. Infantry and cavalry charges had been extremely effective for centuries, but sprinting across no-man's-land during the days of WWI meant that huge numbers of exposed troops would be wiped out by machine gun fire. Tanks, and then fighter jets, were each considered huge threats on the battlefield in their day, but these days they're often no more than big, expensive targets for drones.

What does all of this have to do with RPGs? Well, because many players will kneecap themselves by looking backwards when it comes to their PCs' mechanics and abilities, instead of looking at what might be coming next.

All right... let's see those goblins handle this!

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Look Forward, Not Backward


Let me paint a scenario for you. It's a Pathfinder game, and you're playing a ranger. You started off with undead as a favored enemy, but the whole first arc of the campaign is your party fighting goblins. You're at something of a disadvantage, but you manage to get through it with good teamwork, liberal use of alchemist fire, and a few lucky critical hits. When the smoke clears, and the hobgoblin leader lies dead at your feet, you know what to do with your class features. You've spent the past few levels fighting goblins, after all, so you decide you should make your next favored enemy goblins.

And then for the rest of the campaign you never fight goblins again. Not even once.

What the hell do you mean, "We're going dragon hunting?"

Whether it's dropping a huge amount of gold on a bane weapon for a creature type you aren't going to see again, buying up potions of cold resistance when that's not a hazard you're going to face going forward, or adding piecemeal feats because they might have helped in the past, there are few better ways to sabotage yourself than to ensure you're perfectly kitted out to fight an enemy you've already beaten, rather than the one that lies ahead of you.

And since I can hear the keys clicking in the comments, let me be explicit. I am not saying that players should metagame their campaigns. You shouldn't read ahead if you're playing a prewritten module, or beg your GM to confirm that your choices for your character are going to be useful in the future. What I am saying is that you need to look at the decisions you're making regarding your character, and weighing their practicality. Because you only have so many resources to spend throughout the campaign, and if you spend them for taking on the past, then what comes around the corner may just flatten you.

A Couple of Questions You Should Ask Yourself


While the example I gave above is for Pathfinder, this is something that can happen in any RPG with more than a creamy peanut butter ruleset. You're going to make choices when it comes to your resources, and those choices will determine what your character can do, and what they probably can't do. So before you commit to a given course, simply ask yourself the following questions:

- Does this ability mesh with my character's overall skill set?
- Does this choice require a very specific set of circumstances to work?

There are more potential questions, but we'll stick with these for now.

The first question is one we rarely think about, but which we see being ignored all the time in our games. For example, say that the greatsword fighter wants to take a level in wizard. Not because they have a plan for how this multiclass is going to dovetail into a warrior mage, or because there's a particular build that will make this combination work... they just want access to mage hand. While the customer is always right in matters of taste, that's a rather large expenditure of resources just to get an ability that doesn't really jive with swinging around a two-handed sword.

For the second question, consider how rare the circumstances are for this ability to function. Whether it's a feat that only goes off when you score a critical hit, or a magic weapon that only works against a specific type of creature, or an ability that only protects you against a specific kind of element, you need to consider how often you're going to come into contact with that situation. Because abilities you never have the opportunity to use may as well not be on your sheet, even if you paid for them.

Generally speaking, you want abilities that make your character better at the role you've chosen for them, and that they're going to be able to use often.

Because it's easy to look at your previous battles against the giant spider hoard, and to think tricking yourself out for cracking off an enemy's natural armor, getting bonuses against foes with 6 legs or more, and becoming immune to one, specific kind of poison are great investments. But if you have to switch your focus to fighting an uprising of stone giants in the north, then you've just tied one hand behind your back because you're focusing on how to fight your last enemy instead of your next one.

Recommended Reading


If you enjoyed this week's update, consider checking out some of the following articles:

- How Long Does It Take For Your Character To Go From 0-60? We often ignore how long it takes us to get up to speed, and that can be a critical factor in our games.

- Everything in an RPG is Situational... Everything Every ability, every spell, and every power has its place... the key is making sure that you're using them when they're going to be most effective.

- 5 Challenges You Have To Deal With in Every Pathfinder Adventure Path Because I've played my share of these things at this point, and all of them present you a few basic challenges sooner or later.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, July 17, 2022

Taking a Closer Look at Illusion Spells (in Pathfinder)

A while back I wrote a post titled Illusion Spells Are Far More Tactical Than We Give Them Credit For. While a lot of folks came away from that article with a new-found interest in this school of magic, a lot of people insisted that I was wrong on a fundamental level about just how useless this school of magic is in Pathfinder. As such, I wanted to take this week's update to talk about some of the incorrect assumptions a lot of us go into the game with when it comes to these spells.

Am I real? Reach out your hand, and find out!

Before we get into the details this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

Understanding Illusion


Illusion is one of the more complicated schools of magic, because it isn't just one thing. Illusion spells are broken down into the following categories:

- Figment: Figments create illusory sensations. Everyone who sees a figment, hears a figment, etc., experiences the same thing. Figment food all seems to be the same food to observers, figment fire feels the same to those around it, and so on.

- Glamer: Glamers change and alter something's sensory quality. It makes something look, feel, smell, etc., different. This includes making things disappear.

- Pattern: Patterns create things people can see, but patterns affect the mind directly so that the image doesn't appear in reality.

- Phantasm: Phantasms create images that, typically, only the caster and the subject can see. This also reaches directly into the subject's mind.

- Shadow: Shadow illusions are quasi-real. So even if someone makes the save against a shadow illusion, a shadow creature can still hurt them, a shadow fire still burn them, etc., just not as badly.

Your world is what I want it to be.

As you can see, only two types of illusions (phantasms and patterns) directly affect the minds of enemies. So the most common complaint against illusions, them being they're useless against foes like constructs and mindless undead who are immune to mind effects, applies to only two of the five types of illusion spells. So you could still use shadow, glamer, and figment effects against those enemies.

The other thing to keep in mind is that saving against an illusion isn't done by just causally glancing at it, or hearing an illusory noise. An observer has to study the effect with some kind of focus, or otherwise interact with it in some way. That might mean running their hands over an illusory wall, standing and listening to the approaching snarls of a hellhound to realize it's on a loop, or putting their foot into an illusory fire. And even if a creature does interact with an illusion, that doesn't mean it immediately breaks... an illusionist with a good casting stat, feats to boost the DC of their spells, etc., can create illusions that fool all but the strongest of minds.

While there are lots of things that can give away an illusion, such as it not having a smell if a target has scent, or it not making any impact on the floor if a target has tremorsense, those tend to be specific scenarios that can be dealt with on an individual basis. And while true seeing allows one to see through illusions, that's either a 6th or 7th level spell, or a very rare creature ability. It's entirely possible to go a full campaign, and never once deal with a foe who has that ability... and when it does happen, that's when the illusionist reaches deeper into their bag of tricks for some non-illusory spells, or counts on the rest of the party to pick up the slack.

It's All About Creativity


Of all the spells in Pathfinder, illusions are the ones that are most left up to the spellcaster's creativity in terms of what they look like, smell like, etc. And a large part of their success is going to be based on how well your imagination can fit the scene, and what sorts of things you can spin out of thin air.

Illusions can create amazing disguises for the party, allowing them to look like a squad of prison guards while they're in the middle of an escape. It can create billowing clouds of smoke to hide the party from archers trying to draw a bead on them. It can create false darkness, blocking enemies' ability to see. Illusionists can even make things like ropes, bridges, bars, and more that are woven through with shadow, allowing them to support the party's weight long enough to get them to the other side of a chasm, or to help them get down from a high wall.

The question you face, as an illusionist, is how creative you can be. Because if you've got that, then the rest is just figuring out the best way to match the image in your mind to the spells you can drop on the board.

Before You Go, I Have a New Release!


There's not really a good segue for this, but I wanted to let my readers know that a supplement I've been waiting on has finally dropped! The third installment in what I've been calling my meta series, it began with 100 Tips and Tricks For Being a Better Game Master, and then followed up with 100 Character Goals and Motivations. But now I've got the third part of it out... 100 Tips and Tricks For Being a Better RPG Player!

I wouldn't have written it if I didn't think there were folks who needed it.

Much like the supplement that started this side series off, this player's guide is full of some of the best tips and tricks I've come across over the past decade of writing this blog, along with all my own experiences as a player. So whether you've found these supplements useful and want to check out the new installment, or this is your first time hearing about them, consider giving these books a look!

And if you've already got your copies, don't forget to rate, review, and share it around to spread the word! I've only managed to get two of them to Silver so far, and I'd like to push past Electrum and up into Gold if possible.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, January 1, 2022

Illusion Spells Are Far More Tactical Than We Give Them Credit For

When we think of magic, we tend to picture the big, flashy spells first; lightning bolts, mind control, walls of fire, and raising the dead to do our bidding. The spells a lot of us ignore, though, are illusions. After all, outside of disguising the party to look like guards or townsfolk during a stealth mission, becoming invisible, or creating the occasional distraction, what is illusion good for, anyway?

Well, if you're creative with it, this particular school of magic can be a literal game changer.

May not be real, but it sure is effective.

While the following tips are geared toward Pathfinder, make sure you read the fine print in your particular edition. You may find that the power level of illusion is something you underestimated in a lot of other games, too.

As usual, if you want to stay on top of all my content subscribe to my weekly newsletter! And with the new year upon us, consider becoming a Patreon patron if you haven't yet! Lastly, to make sure you're following all of my followables take a moment to check out my Linktree.

Wasting The Enemy's Time, Energy, and Resources


Illusionists are never going to deal the most damage in a combat situation. That role will go to the sorcerers and evokers if we're talking about spellcasters, or to the fighters, rangers, and barbarians overall. Actually putting the hurt on the enemy isn't an illusionist's job once initiative is rolled... it's ensuring that the enemy can't make sound tactical decisions because you have limited their options.

What do you mean there's no gunships? I can SEE them!

Take, for example, one of the most basic illusion spells; silent image. This spell allows you to create a rather large illusion that takes up several 10-foot squares even at a low level. Even better, you can make larger and larger illusions as you go up in level. Now say there are archers up on the hill, and they're preparing to tear apart your allies with a vicious volley... you have the ability to conjure an illusory wall between them and your allies. While the wall isn't real it will block their ability to see. This gives your allies a 50% miss chance, and if they step out of the squares they were in before the wall manifested then the archers are essentially firing blind. While the wall won't stop any projectiles, or hinder movement, it is an effective protection that enemies would have to interact with in order to disbelieve it.

For a 1st-level spell, that's not nothing.

This mindset can put a lot of other illusion spells into a different perspective for many players. For example, minor image might be able to conjure an image of a warrior about to strike that would fool a mindless undead, or distract a goblin from a fellow PC. Even if they just waste one turn attacking that smoke and mirrors, that's one turn their actions didn't harm your party. And if they fail a save after interacting with it, then hoo boy, your illusion can eat up several rounds of that enemy's efforts as they try to fight something that isn't even there while your allies seize the advantage.

While bigger illusion spells may be quasi-real in the case of shadow effects, or impose negatives on those who fail saves against them (like you see with illusory poison or wall of nausea), the way to get the most out of them in a tactical situation is to make sure they waste as much of the enemy's time (or suck up as many of their resources) as possible. Even if it's just putting a misty barrier between an ally and the enemies surrounding them that can cut off flanks, grant concealment, and buy the ally some much-needed relief as they try to do their job.

Because while mirror image and invisibility spells are useful, and phantasmal killer is always going to be classic, your real job is to ensure the enemies are swinging, shooting, and casting at things that aren't really there. Because they have to interact with the illusion to know it isn't real, and that buys you and your allies time.

Assuming, that is, you don't use your illusions to avoid combat in the first place by turning invisible and getting the guards to chase figments that look like you and the party down a side corridor.

Weaknesses to Watch Out For


While illusions are more useful than a lot of us give them credit for, they're also a nuanced school of magic that has a lot of holes in it. Illusions come in many different shapes and sizes, and with a lot of different labels. Some are mind-affecting, and some aren't. Some are patterns, some are shadows, and some are figments. It's important to read them carefully so that you know which ones are going to be effective on which enemies, and in what situations.

Additionally, creatures that have alternative senses simply aren't going to be affected by certain illusions. A blind creature with tremorsense, for instance, isn't going to react to a purely visual illusion. A creature who tracks by scent, or by hearing, won't react to an illusion with no smell or sound respectively. Any creatures with true sight are going to look right past anything that isn't real (a major concern for later in the game), and spell resistance is going to be an issue for a lot of creatures.

None of these are deal breakers, of course. It's simply important to know and understand what the strengths and limitations of your spells are before you go too deep into using your special effects to alter the battlefield in favor of your friends.

Check Out Some Gaming Stories!


For folks who haven't been keeping up on my recent changes, I've been largely hosting my Table Talk feature on Vocal, rather than here on Improved Initiative. I talked about this a bit ago in You're Not Missing My Updates (They're Over on Vocal). The short version is that Vocal pays a lot more than my blog does, and I'm trying to capitalize on that as much as I can... but it's tough getting eyeballs and fighting the algorithm. So take a moment to check out some of the following pieces!


Any reads and shares are much appreciated. And, of course, the more traction particular articles get, the more likely it is I'll write more like them in the future. So if you see something you like, help me spread the word on it!

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, November 6, 2021

5 Overlooked Buff Spells (in Pathfinder)

People often say that Pathfinder characters are overpowered. That they're running on superhero levels of skills, power, and sheer wooge. That's not inherently wrong, but the problem is that when the monsters are just as extra as you are, you're still going to be the underdog when it comes time to roll initiative and throw down. Which is why it pays to have a few extra tricks up your sleeve the next time you get ready for battle.

For my money, these buff spells are far more useful than a lot of folks give them credit for.

How many hits of this am I supposed to take?

As always, if you want to get all my updates sent right to your email, sign up for my weekly newsletter. And if you want to do your part to help me keep the wheels turning and fresh content coming your way, then become a Patreon patron today! Even a small pledge makes a big difference.

Spell #1: Expeditious Retreat


I am speed!

The name of this spell always makes people think it's used solely for running away from something, but it just adds a 30-foot enhancement to your land speed for 1 minute per level. So while you could put that on your wizard in order to play ranged games with the slow-moving undead, you could also have a gnome fighter read off a scroll, or the halfling alchemist slam down an extract, so they can suddenly close with all kinds of enemies on the battlefield.

The major downside of this spell is that it's self only, so you can't have a caster beef up the party tank and then send them rocketing off into battle. But it can be quite useful all the same for those who find they're constantly a few squares short of being able to get where they need to go when battle is joined.

Spell #2: Feather Step


Difficult terrain? What's that?

Difficult terrain is one of those things that's never really an issue, until it is. Whether you're fighting in mountains, you need to rush up the stairs to get to a villain atop a dais, or there's just bones strewn all across the floor of a pit, having your movement suddenly and unexpectedly hampered can majorly tie your hands behind your back. Especially if your party already had limited movement due to heavy armor, small size, etc. Feather step is an ideal way to just ignore this problem.

While used fairly rarely, feather step can be a lifesaver in fights where difficult terrain is part of the challenge of the arena. Or if you have casters who are creating difficult terrain as part of area of effect spells, and you don't want your allies to get caught in the slog. In fact, that one-two punch can be particularly nasty for land-based foes, especially if you're high enough level to get mass feather step so the whole party can run around unhampered with a single casting.

Spell #3: Moment of Greatness


Now is the moment!

This is another of those spells that often gets overlooked because you really need to have the right components in place to get the most out of it. The most common situation is when you have a bard in the party who can use this to effectively double the bonus from many of their bardic music effects at a single go. However, it also applies to morale bonuses from things like barbarian rage, which can be quite useful when said barbarian is getting up to the point where they're adding +6 or more to their Strength and Constitution, and for a single moment they can double that.

Of all the spells on this list, moment of greatness is one that starts all right, but only gets better as long as the party has a reliable way to get serious morale bonuses slapped on them. And the more folks who get the bonus, the more useful this spell is.

Spell #4: Tactical Acumen


We've got the high ground!

Tactical positioning is always your friend when it comes to winning a battle, but tactical acumen can be a real bastard when it comes to boosting your party's effectiveness. The spell lasts 1 round per level, and goes off in a burst from the caster, hitting all allies in 30 feet. What it does, in short, is give you a +1 to attacks or AC anytime you'd receive a bonus due to positioning. So cover, flanking, higher ground, etc. are all worth an additional +1. What's even better is that it's an insight bonus, which isn't that common, so you don't have to worry about not stacking with luck bonuses, morale bonuses, enhancement bonuses, etc.

Best of all, this one goes up with you as you level, to a +2 at a 10th level caster, +3 at 15th level, and +4 at 20th. It won't make or break a fight all on its own, but if you've got allies who are already using enhanced mobility to get into advantageous positions, using mounts to attack ground-based allies, or who are flying to get above their foes (or who are using cover to defend themselves), this can add some more oomph to their efforts.

Spell #5: Visualization of The Body/Mind


If given a knife and a hand in which to hold it...

Slot #5 is a shared one, because these two spells just have a lot of potential. Whichever visualization version you use, the spell lasts 24 hours, or until discharged. It costs 200 GP in various items, so it's not one to just blow willy nilly, but the bonus is not to be sniffed at.

Firstly, it offers you an untyped +5 bonus to all skill and ability checks associated with one of your attributes for either the next 24 hours, or until it's discharged. That's not nothing, especially if you actively use, say, Bluff to feint in combat, or Intimidate to demoralize enemies, or you want to be sure that ALL your Knowledge checks have a nice, fat boost. Or course, each attribute also has a handy, immediate effect you can discharge the spell for to get.

This is one of those spell choices that works best in a scroll form, or something similar. Because you can't have the other members of the party slap it on you, but it does have a flat duration and a flat bonus regardless of how powerful the caster level is... and that makes a big difference. It will get expensive if you apply it every day, but it's a good thing to slap on before you start the heist, delve into the dungeon, etc.

Looking For Some Additional Reading?


If you're looking for new places to use some of these spells, making sure you check out my growing Sundara: Dawn of a New Age setting. It's available both in Pathfinder Classic, as well as for Dungeons and Dragons 5th Edition if that's more your jam!

And if you want to see at least some of these spells in use, don't forget to check out the ongoing series of pulpy short stories that tell the tale of my group's run through the Hell's Rebels adventure path! Devil's Night is a bit of a prologue, setting the stage with whispers of an urban legend in Kintargo that's slowly making its presence known in the night terrors of the dottari. And the more recent installment, From The Ashes, tells about the riot at the opera house, and how Thrune has planted the seeds of their own undoing with the resurrection of the Silver Ravens!

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, October 2, 2021

5 of My Favorite (Lower Level) Battlefield Control Spells in Pathfinder

There are few strategies as satisfying as casting a single spell and watching the GM's eyes go wide, realizing that you have single-handedly altered the conditions of an encounter. If you've never played a spellcaster who focuses on battlefield control spells (magic which alters the conditions of the battlefield so as to restrict or eliminate the enemy's options), then I would highly recommend giving this style a try for all the reasons I mentioned in Don't Underestimate The Power of Battlefield Control Spells (in Pathfinder).

And whether you're a fresh face or an old hand, these are some of my personal favorite spells to whip out time and time again.

You fools you... wait, are those tentacles?!

As always, if you don't want to miss any of my updates then make sure you subscribe to my weekly newsletter! Also, if you want to help me keep the wheels turning, please consider becoming a Patreon patron. It's how I can afford to keep doing what I do, and even a small donation is a big help!

Spell #1: Obscuring Mist


While this one is an old classic, it doesn't get nearly as much love as I think it deserves... at least partially because it really needs particular party abilities/equipment to make the best use of, as I mention in my Batman character conversion guide.

What makes obscuring mist so great? Well, it creates a 20-foot radius cloud of fog centered on you, which makes it impossible to see beyond 5 feet in any direction. While this fog can be dispersed by strong wind, or blasted away by fire, there's no spell resistance and no save, which means it makes a fantastic defense against archers, gaze attacks, and basically anything that requires line of sight. The drawbacks are, of course, that it blocks allies as surely as it does enemies, and that it's centered on you rather than a point you designate. And while it lacks the debilitating effects of more advanced fog and cloud spells like stinking cloud, cloudkill, etc., it's a great defensive spell to keep on hand in a lower-level slot.

To really get the most out of this (and other fog spells), you really need some way to see the enemy while they can't see you. Whether it's with inherent abilities like smog sight (available to half orcs), class features like a blinded oracle's increased senses, or magic items like fogcutter lenses or a goz mask, the ability to shroud the party in a mist so they can fight from cover while the enemy is blinded is a one-two punch that can create absolute mayhem. It won't work on all enemies, obviously, as many of them have tremor sense, blindsight, etc., but it can be an encounter killer against things that rely on their eyes, and don't have gust of wind or fireball prepared.

Spell #2: Entangle


There are few spells that have ruined as many days in my campaigns as entangle. Whether it was a mass of melee brutes getting ready to charge in, a squad of archers who thought they were safe, or a spellcaster hanging back to stay out of harm's way, this spell always ruins their day. Anything that restricts enemy movement while leaving your allies free to position themselves can be a dramatic shift in balance. And while this spell may lose efficacy as you go up in levels (especially against larger, more physical monsters who are tougher to hold), it always remains useful for larger battles against smaller enemies, or handling minions so they can't get in and gum up the works.

In addition to the base spell, which is first level, there's also sickening entanglement, which adds a status effect to those caught in the area, and thorny entanglement which gives the area the ability to fling rather damaging thorns at those who are outside the affected area, in addition to harming those within it. These spells are 2nd and 3rd level respectively, and they can add extra punch as the party fights bigger threats.

Spell #3: Grease


I heard no end of complaining when Pathfinder specifically stated that the grease from this spell is not flammable. However, I think far too many people were caught up in how they couldn't deal damage with this spell, and forgot about the utility of it in other circumstances.

Because for a first level spell, grease is a nasty thing to throw down. It lasts minutes per level, covers a 10-foot square, and anything in it when it shows up has to immediately pass the Reflex save or fall down. Being prone means you're at a negative to attack, and everyone around you gets a bonus to stomp you in melee. Additionally, grease means that anyone trying to move quickly through an area risks taking a tumble, so even fast-moving enemies won't be able to just jet around the battlefield without consequences. Also, it ignores SR, which can make it particularly handy for those pesky golem fights.

The secondary benefit of grease, of course, you can attempt to cast it on items. This means you could use it to try to make the enemy drop their weapon or a wand, but you can also slap it onto allies dealing with grapple-happy foes, since greased armor provides a +10 circumstance bonus on escape artist and CMB attempts to escape a grapple, and boosts one's CMD by 10 to avoid being grappled again. A solid, low-level utility spell that is best cast by you, but which can be put into a wand if your main use is going to be boosting your allies' defenses instead of hampering your foes. There's also a greater grease option, which allows you to coat more objects, or to cover more squares, which can add make a good spell even better!

Spell #4: Web


A spell that has vexed several GMs who've had me at their tables, web is a nasty piece of work if you have the right terrain. Whether you're holding a bridge against an advancing force of undead, or there's creatures coming down a hallway in a dungeon, or even a decent-sized chasm you need to cross, web can be a particularly useful spell... both for detaining enemies, but also for setting them on fire if you want to let them out.

While other useful iterations include web bolt for individual targets, or web cloud for a much larger area of effect, web also has the benefit that it creates difficult terrain, and lasts for a very long time. While it won't be useful against giant spiders, incorporeal creatures, fire-based creatures, and a host of other challenges, there's still plenty of reason to keep this spell up your sleeve if you want to catch your share of flies as the game goes on.

Spell #5: Create Pit


There are few things as satisfying as just dropping your enemies down a hole and leaving them there, and doubly satisfying if the barbarian has bull rush, or you have a spell like hydraulic push to shove even more foes in. That's why if you need to create a hazard in a hurry there are few funnier ways to do it than create pit. While it likely won't kill most things that fall into it (since it only goes down to 30 feet), it can quickly handle all sorts of things you don't want to deal with in the heat of the moment. It can also block off escape routes, or at the very least make them significantly more dangerous to take. Even better there are other varieties of this spell like roaming pit, which moves around sucking down enemies, acid pit, and hungry pit.

As with all the other spells, this one has its weaknesses as well. Creatures who can fly, who are too large, or who have high enough Reflex saves not to worry about falling in, tend to have no issue with pit spells. However, creatures that need to stand on their own two feet, who aren't too big to fit, and who aren't the most dexterous are going to find this a significant challenge to overcome. And while these spells don't last as long as most others on this list, they can be quite useful to keep on-deck for when you need to mess with a ground-based foe.

One Last Thing Before You Go...


For folks who may not have come across it yet, I've been doing something a little different with my Table Talk feature. The last 2 installments have been featured over on Vocal instead of here on Improved Initiative. And while That One Time My Bard Made The Dungeon Master's Girlfriend Jealous did pretty well in terms of views and shares, I wanted to draw folks' attention to the latest installment... The Silver Raven Chronicles Part One: Devil's Night.

What makes the Silver Raven Chronicles different from my previous Table Talk features is that instead of giving a session-by-session breakdown of how the campaign went, I'm writing a series of short stories that encapsulate the high notes of the game as it unfolds. My hope is to convey the narrative, while minimizing the time we spent on combat grind, dead-end chases, and digressions that happen in every campaign in order to present a tight, tasty, and engaging view of how the Thrice-Damned House of Thrune is going to get itself a black eye at the hands of our party.

So if you're a fan of my fiction, you just want to support my work, or you're a fan of punching fantasy fascists, then you're definitely going to want to give this a look!

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, August 14, 2021

Don't Underestimate The Power of Battlefield Control Spells (in Pathfinder)

As I said back in Vulgar Displays of Power: Tips For Getting The Most Out of Your Magic in Pathfinder, sometimes the best spells to defeat an encounter won't do a single hit point of damage. Whether it's spells like haste, which allow the fighter and barbarian to crank out additional attacks and obscene amounts of damage, ray of enfeeblement which can leave a powerful foe sluggish and weak when they would otherwise have been a dire threat, or summon monster when you need temporary allies to help stem the tide of foes rushing toward the party, strategic use of magic is often what carries the day.

There is a particular kind of spell that doesn't get enough love in my view, though. Spells which can seem cumbersome and difficult to manage, but in the hands of a tactical player they can make all the difference. These spells are commonly referred to as battlefield control magics.

You should have surrendered. It would have been easier on all of us.

As always, before we really get into it, don't forget to sign up for my weekly newsletter, and if you've got a little extra dosh you'd like to donate to help me keep the wheels turning, please consider becoming a Patreon patron! It really makes a big difference.

What is Battlefield Control?


Since terminology can get confusing, a battlefield control spell is, generally speaking, any spell you cast that alters the battlefield. These spells typically alter terrain, create new hazards, or throw up boundaries that can be used to protect allies, reduce an enemy's mobility, and to generally shift the balance of how an encounter is going.

Examples generally work best, though, so here's a simple scenario to keep in mind.

The party is engaged in a battle in an opera house. Cultists with swords are fighting the party down on the stage, but they have allies up in one of the box seats who are firing crossbows down at the party. The swordsmen are a threat, but it's really the bolts that are causing the most harm. So the wizard, thinking quickly, casts wind wall. The wind wall blocks the crossbowmen's line of fire completely, rendering them a non-issue until they move to a new position, which could take several rounds. In that time the rest of the party can focus on the swordsmen, eliminate them as a threat, and then focus on a new enemy.

Just let me adjust this challenge a bit...

Whether you cast darkness so that your party has at least partial concealment from enemies that can't see in the dark, or create pit in a narrow hallway so that enemies don't have the ability to retreat without leaping over a chasm, battlefield control spells allow you to adjust the encounter so as to give your allies advantages and protection by altering the environment around them.

And it's not easy to do... but once you have the proper mindset, you can often tilt a battle with a snap of your fingers and a single, spoken word.

Tips For Getting The Most Out of Your Battlefield Control


The core concept of battlefield control spells (creating obstacles for your foes and benefits for your allies) is pretty simple. However, the same could be said when it comes to describing the basic mechanics of chess, and that doesn't mean it's an easy game to win. Which is why I'd recommend keeping the following in mind when it comes to choosing the best battlefield control spells for your party and your particular campaign.

- First, know your party members. Certain battlefield control spells are going to impact your party just as negatively as your enemies, so you need to be aware of what everyone's capabilities are. If the whole party has darkvision, for example, then darkness can be a great card to have up your sleeve for making sure the enemies are taking miss chances when they attack you. If only one or two party members can see in the dark, though, then everyone else is going to have problems. Obscuring mist is another good example, because unless the rest of the party can see what's happening (an oracle with blindsight, a rogue with fogcutter lenses, a cleric in a goz mask, etc.) then the cloud hampers you and your allies as surely as it does the enemies. This doesn't make it useless, but it does narrow its use significantly.

- Secondly, know the enemies you face. As with the darkness example, if your enemies all have darkvision then the spell doesn't actually help anyone. If you're fighting a dragon and you use obscuring mist to hide from it, its dragon senses will still allow it to pinpoint any nearby party members. Wind wall won't block spells or hurled boulders. Just as you need to know what won't hamper your party, you need to have some idea of your enemies' capabilities so that you can create effects that are actually obstacles to them. Otherwise you'll just be blowing through spells that aren't having an effect.

- Thirdly, consider the actions being taken, and the flow of combat. Throwing up a wall spell to block off a doorway is a great trick to have if a foe tries to escape, but you don't want to brick up the route prematurely in case your party members want to use it, or allies are trapped back there and can't join the fray. Additionally, throwing down pits might hamper ground-based foes who depend on melee, but if they can fly, or fire from further away, those same pits can be a problem for your allies. Don't just look at something in terms of whether it's a good move in this exact moment; ask how it will affect an encounter going forward.

- Fourth, and final for this list, remember that battlefield control spells are often there to waste an enemy's time, energy, and effort. If you throw up a wall, and half a dozen enemies have to spend their turns going over or around it in order to reach the party/to get new lines of effect so they can resume the attack, it can feel like you wasted your action. However, what you actually did was use your one turn to force multiple enemies to reposition themselves, buying your allies time. Because even if some enemies don't slip in your grease spell, or fall into your pit, the fact that the hazard is there means it's complicating the enemy's actions... and that's your job. Being the spanner in the enemy's battle plans.

Further Reading For Spellcasters


If you're a player who's looking to branch out with your spellcasters in Pathfinder, then consider some of the following reading to hit on the RP side of things, as well as the mechanics side!

- 10 Backgrounds For Your Spellcasters: Part of a short series I worked on, this list in particular is there to remind folks that just because you're a wizard, a sorcerer, a cleric, etc., that doesn't need to be all of what your character is. Flesh them out, and provide some context in order to make your character more memorable!

- 5 Tips For Playing Better Wizards: My 5 Tips series has been going on for a while, and I've tried to offer unique tips for as many classes as I can. If wizards aren't your thing, though, I've also covered sorcerers, clerics, bards, druids, alchemists, inquisitors, oracles, witches, summoners, and more!

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, February 27, 2021

5 Challenges Blaster Casters Need To Prep For (in Pathfinder)

I said it myself back in Vulgar Displays of Power: Tips For Getting The Most Out of Your Magic in Pathfinder, but blaster casters often find themselves getting less bang for their buck when it comes to an effective use of magic. With that said, there are few things more satisfying than pointing your hand, barking a word of power, and watching as the troll's head explodes, or a rain of fire destroys an enemy squad.

If you want to be an effective artillery piece, though, there's a slew of things you need to keep in mind when it comes to what your enemy can do, and the challenges you're going to face with regards to your effectiveness on the field. Because it's tough enough channeling the destructive powers of the ether... there's no need to do it with a set of ankle weights on, too.

Challenge #1: Energy Resistance


Is that fire damage? Oh... that's too bad...

There is nothing that is a bigger pain in the rear than charging up your big gun, only to find that the enemy is going to knock between 5 and 10 points off your damage. Or, worse, that your enemy is immune to that magic because of the element you've chosen to use. This is the most obvious pitfall out there, and a lot of players are rolling their eyes reading this, but I've seen this scuttle blasters' effectiveness more than once with players who go all-in on a given element, and then find by mid-level that they're essentially casting with one hand tied behind their back.

As such, it's a good idea to make sure that you have a wide variety of tricks up your sleeve. Like I said in 5 Challenges You Have To Deal With in Every Pathfinder Adventure Path, that means you need to have several elements you can call on. Fire is the most common resistance to find, in my experience, but cold is right behind it, and electricity and acid comes along behind that. Sonic is rare to have resistance against, as is negative energy, but there are some creatures that possess it.

Whether you choose to keep a wide variety of spells on-hand, or you have a trick that lets you convert and change the energy descriptor of a spell like the Elemental bloodline does for sorcerers, this is going to be a primary issue you'll have to deal with from relatively low levels.

Challenge #2: Evasion and High Saves


Did you just throw a fireball at me, you pleb?

Area of effect spells have the same satisfaction you get from dropping a sledgehammer on a problem. And when they work, hoo boy do they work... but when they whiff it can take all the wind out of your sails.

Which is why it's important to use these spells in situations they're geared toward so you get the biggest possible impact.

Area of effect spells (fireball, lightning bolt, and other classics) work best when you are dealing with hordes of creatures rather than single targets (and are supremely effective against swarms), and when those enemies are in a formation that gives you the biggest bang for your buck. Because if you roll 10d6, and hit about 30 damage on a given creature, that's not a lot of harm done... unless you did it to a mob of 10 monsters, in which case you spread quite a bit of damage around! The problem with area of effect spells is, of course, that a monster takes half damage on a successful save. And if they have evasion (or worse, improved evasion) then you're just throwing around fireworks for all the good you're doing.

The key is, again, variety. While you should try to jack your save DC as high as you can get it (I covered a lot of options in How To Increase Spell DCs in Pathfinder forever and a day ago), you should also have plenty of single-target spells that don't allow for a saving throw at all. Because that trio of rogues might be able to laugh off your fireball, but a scorching ray at your full power, or a bevy of magic missiles, is going to put them in the ground before they can get a chance to pull out any fancy tricks.

Also, don't keep hammering away at creatures with high saving throws that keep besting certain spells. Change tactics, and attack a different defense (their touch armor class, their Fortitude save, etc.). You need to attack their weak spots, not slam your fist into their strong defense and hope you get through.

Challenge #3: Spell Resistance


Fool! You have no power here.

Spell resistance is the absolute bane of blaster casters. While it isn't usually an immediate issue when a campaign starts, it's going to start cropping up as soon as your campaign deals with outsiders, dragons, and other powerful monster types... so you need to be prepared for it.

The first thing you need to do is boost your caster level as much as possible, and to take feats like Spell Penetration to be sure that spell resistance isn't an issue when you decide to cut loose. There are also rods that give you bonuses to overcoming spell resistance, and keeping one of those on your belt is always a good idea.

With that said, it is equally important to make sure you have at least a few spells up your sleeve that don't allow for spell resistance. They are few and far between, but they do exist. A lot of them aren't blasting spells (glitterdust is a perfect example), but you need to keep your options open for when the other bullets in your gun aren't going to get the results you want.

Challenge #4: Sight Lines and Effective Firing


Got you, you little bastard!

One of the simplest ways to take away a blaster's ability to affect you is to vanish. Whether it's into a cloud of smoke, by turning invisible, or ducking behind total cover, not having a line of sight/line of effect to a target can stymie you in some of the most frustrating ways. And it's going to happen sooner or later, so you need to be prepared for it.

If you have darkvision then you're already one step ahead of the curve. However, it's a good idea to invest in an ability to see invisible creatures, and if you really want to throw a monkey wrench into their gears use spells like the previously-mentioned glitterdust to mark them out for the rest of the party. Invisibility purge is another great trick to keep up your sleeve, though a simple smogstick is also a useful, alchemical solution to the problem. You should also keep gust of wind on hand, or consider investing in fogcutter lenses, or a goz mask, as both will allow you to see through fog, smoke, etc. Of course, these would also allow you to pop smoke yourself with an obscuring mist spell, and to fire with impunity at enemies who can't see you.

Just some food for thought, there.

Challenge #5: Actually Dealing Damage


These numbers just aren't adding up...

One of the unfortunate truths about blaster casters is that they just don't pack the wallop you want them to... and this only gets truer as you go up in level. As such, you need to tweak your load out to make sure that you are getting every point of damage you can out of your spells.

For example, a higher effective caster level (such as how the Sanguine bloodline increases your caster level for any necromancy school spell by 1) can be a boon. Blasting spells tend to do a certain amount of damage based on your caster level, and while they have caps, slinging around the most damage dice you can as fast as you can is a pretty big help. It also doesn't hurt if you can apply metamagic feats to your spells, allowing them to surpass the normal amount of damage they'd do, maximizing the damage without rolling the dice, etc., etc. Furious Spell, in particular, can be helpful for those who intend to cast while under the effects of some kind of rage. And, of course, make sure you target a creature's weaknesses in order to get bonus damage out of your spells (a creature with a weakness to fire, for instance, takes 1.5 times the damage from fire spells).

However, it never hurts to add every point you can.

As an example, the evoker gets to add half their wizard level in bonus damage on spells that deal hit point damage. The trait Volatile Conduit allows you to boost a fire, cold, acid, or electricity spell by 1d4 damage as a free action once per day. There aren't as many of these abilities, as most combat feats specifically mention they cannot be used with touch attacks (or they must be used with a physical weapon), but even stacking on an addition d4 here or +2 there adds up over time.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.