Showing posts with label wizards. Show all posts
Showing posts with label wizards. Show all posts

Tuesday, June 2, 2026

Doing Something A Little Different With This Supplement For Arcane Academies

I've been writing TTRPG guides and supplements for quite a while now, and one of the unfortunate necessities of the job is that you need to write to the biggest market you can. After all, tabletop games are a pretty niche market as it is, and you need to command the biggest possible portion of that audience you can reach... which is why a majority of the stuff I've put out has been geared toward generic high fantasy with elves, dwarves, and orcs, or generic sci fi that could run the gamut from Starfinder to Mothership.
 
Sometimes, though, I find a way to step outside the usual boundaries, and to make something that will stretch into some more niche games... which is why I wanted to talk about my latest supplement 100 Sights To See At An Arcane Academy!
 
And if you haven't checked it out yet, you really should!

 
But before I get into the meat of today's post, remember, don't forget to sign up for my 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!
 

Putting A Twist On My Normal Releases

 
First and foremost, it's entirely possible to use this supplement in a high fantasy game, and the sights contained within it could show up in a Dungeons & Dragons or Pathfinder game, particularly in the worlds/settings that have arcane colleges that train arcane spell casters. However, the mix of the weird, whimsical, and outright dangerous were more meant to evoke the feeling one would find in the great tower in Grimm where kids can learn to become witches and wizards (at great peril to themselves), or in a game like Kids on Brooms. So in the event you're running a more niche game like that where you're going to have a magic school as one of the main locations or themes, I would highly recommend grabbing a copy of this supplement and flipping through it.
 
Also, as an aside, the necromantically-charged dust bunnies are probably one of my favorite pieces in here. Since dust is primarily made from dead, shed skin, the department that deals with darker magics needs to keep a clean house... otherwise they might end up with some truly dangerous dust devils trying to bite their fingers off!
 
Not all bunnies are cute and fluffy.

 While there are the usual sentient suits of armor and odd celestial happenings, this supplement also has angry, sentient mops that will bludgeon someone unconscious if they step on the wet floor, creeping ivy that tends to steal from students who leave the windows open, and even an ominous bell that tolls to warn of coming doom... supposedly, at least. So whether you just need a bit of inspiration for an encounter, you want a touch of mystery and lore to add to your academy, or you just want a couple of organic details floating around in the background, I highly recommend giving this one a look!
 
And if you're one of the folks out there who wished I would do more weird and unusual stuff like this that isn't entirely focused on Pathfinder, Starfinder, Dungeons & Dragons, etc., then the clearest way to send that message is with a purchase and a review. Because the main reason I stick to safer waters is that everything is getting more expensive, and I have to pinch every penny I can.
 
The more niche (or at least niche-usable) supplements sell, though, the more likely it is that Azukail Games is going to be willing to give me more leash to explore with. So help me help you!
 
And speaking of other supplements that are a little off the beaten path that I'd recommend folks check out, take a look at the following if you haven't yet!

- The Blade Itself - Corrupt Equipment For Hunter: The Vigil:  Hunter: The Vigil is a game I feel doesn't get enough love, and my first supplement for it focuses on the idea of Corrupt Equipment; items that are tied to the dark force that creates Slashers and Tainted Places alike!

- Like A Good Neighbor - Portraying The True Fae in Your Chronicle: The True Fae are beings of terrible power and bizarre, inhuman natures. This guide is for Storytellers who are planning to bring them into their Chronicles of Darkness game whether it's as antagonists, "allies," or anything in between.

- 100 Academics, Adventurers, And Information Brokers: While written for the traditional Jazz Age period where many Lovecraft-inspired games take place, this supplement can be used with any pulp adventure supplement... though it does work best for those exploring the horrors of the Mythos.

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 Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! 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!

Wednesday, December 28, 2022

Common Place Magic, and Everyday Alchemy in High Fantasy Games

In some game settings magic is a truly rare thing. Sometimes it’s because it takes a lifetime of mastery, or it is particularly resource-intensive, and thus it is only something that can be called on by the elite of a society. Other times magic is unpredictable, making it unreliable at best and outright dangerous at worst. And in some systems magic is tainted, its powers a gateway for dread powers and forces that should not be named.

All power comes at a price, after all.

However, in high magic games, magic is everywhere. Whether it’s in the inborn abilities of particular species of creatures, the commonality of spellcasting classes, or just in how readily-available items like healing potions, magic wands, alchemical charms and unguents, etc., are. And while there are always GMs who want to dismiss that commonality, you really do get a lot more creativity out of embracing the sheer ridiculousness that can come with magic being something most people have at least heard of, even if they don’t use it on a daily basis themselves.

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!

How Does This Change and Shape Your Setting?


Consider, for just a moment, the availability of alchemy in a high-fantasy setting.

Now we’re not just talking alchemist PCs; we’re talking anyone with a formula book who can make a particular recipe to create a usable item with extraordinary properties. If you're in a high fantasy game, alchemist is likely a necessary profession in your setting; it might even have its own guild, like the Ingeneurs in my splat book Silkgift: City of Sails (available for PFClassic and DND 5E). Not only that, but since every fantasy RPG has ships sailing and merchant caravans traveling, these items could easily find their way into people’s lives and homes the world over. And the easier something is to make in a particular region, the more commonly available it's likely to be.

Got a new shipment of them just today.

But take a moment to ask yourself what alchemists, or just those who raise and care for magical beasts, could make out of the astonishing materials in your average high fantasy setting, or accomplish with the help of these unique creatures. Just off the top of my head you might find:

- A poultice made with troll’s blood, though it stings like mad, can help quickly stop bleeding, minimizing scarring, and leading to rapid recovery from even wounds. Something that was once dismissed as a swamp remedy that’s now standard practice.

- Cockatrice venom, when applied to darts, can allow for safe capture of dangerous animals and people alike. A common trick used by bounty hunters, city watch, and game wardens alike.

- Cinder lizards are practically immune to the effects of fire and smoke, making them ideal beasts of burden for assisting in large-scale foundries and forges, or for riding across deserts.

From creating new forms of smokeless lamp oil using slow-burning drake bile, to inventing a hard-drying masonry with the addition of unique components into the mixture, to coming up with an explosive mixture of powdered dragon horn and rendered animal fat used for blasting tunnels through mountains, there are hundreds of little ways people’s lives might be changed just with a little applied cleverness. Even the regular presence of healing potions and their equivalent could drastically alter how long people live, and what’s considered a death sentence in the setting.

Not only that, but the entire culture of an area might shift because of the possibilities of a single invention, or the application of particular creatures. Dwarves are always associated with mining, for example, but why not orcs, as they’re strong, tough, and can see in the dark as well as any dwarf? Or tieflings, for that matter? Even if these are just small, regional changes or local shifts in the ways we think of certain species, consider how it might change the setting in big ways and small alike.

And Then There’s Magic


Magic is, in many ways, the icing on the cake. Because in a high magic setting it’s going to be pretty commonly available. There are colleges that train new magic users every year, spellcasters are often found in specialist positions in armies or in mercenary companies, and there are usually entire guilds dedicated to the preservation and teaching of the magical arts.

And this is when things can get a little on the bonkers side.

Now, on the big end you could have places like Moüd, City of Bones (available in Pathfinder Classic or DND 5E), where the city is run by a guild of necromancers, and it is kept intact by a workforce made up of the risen dead. They clean the streets, keep the highways from being covered in sand, repair buildings, tend the orchards, and hundreds of other tasks that would be extremely demanding from a workforce that had to eat, drink, breathe, and rest in the middle of the desert. You might have a natural city where the trees have come together to form shelters, watched over and tended by a cult of druids whose animal companions and spells allow them to do seemingly impossible tasks. There might even be cities tended to by bound djinn, devils, or worse, using their powers on behalf of conjurers to create miracles for the people who live there.

Just sign on the dotted line, here. And here.

But let’s wind that back a touch.

Because even if magic is taught on a fairly wide scale across a setting, not all who study it will excel. Some may reach a certain point and simply no longer be able to proceed. Others may only learn a few minor spells, and be unable to master more than that… but even minor magics, spread wide, can change the face of a setting.

As an example, take prestidigitation. Put into a wand, it could be a method of cleaning one’s home, doing laundry, or tidying up a kitchen that can be done with a flick of the wrist. Whether used on clients’ clothes, or the streets of a city, this one cantrip if known by enough people, could alter communal cleanliness. Everburning torches, which are made with a simple spell, can light homes, streets, vehicles, and more, which is something those of us in the modern-day often forget was a colossal leap forward. Even a simple spell like mount would allow someone to get onto a ghostly horse that needs no food, leaves no waste, doesn’t have to be stabled, and which vanishes once the rider reaches their destination. The ability to cast create water to make clean, drinkable water anywhere could allow farms to avoid drought, would ensure city cisterns are filled, and so on, and so forth, eliminating a massive problem that could befall any nation.

Though it’s true that big, impressive spells could drastically alter the lives and expectations of those in a fantasy setting (teleporting goods and people across continents, shaping raw stone into huge buildings in a matter of hours instead of years, enchanting golems or elementals to act as the brute muscle in any kind of industry, etc.), even little things if commonly available can alter the world in big ways. So even if the magic available is just the ability to preserve meat on long journeys with something like gentle repose, take a moment and ask yourself who is going to use that magic, and what they might use it for.

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 Azukail Games YouTube channel, or my Daily Motion channel!. 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!

Monday, September 19, 2016

Historians Discover Secret Libraries in The Bindings of Early Printed Books

One reason the written word has always been associated with magic is that letters were always the domain of the truly scholarly. They represented a mastery of arcane lore, and they could grant a kind of immortality to a person's thoughts and deeds. Not only that, but books were labor-intensive to create. It took a skilled person to learn the letters, and then to write (or copy) a manuscript. The books had to be hand-bound as well, and the sheer amount of effort it took to make a book meant they tended to be fairly rare, and quite precious.

You could fairly judge a lord by the size of his library.
All of that changed thanks to the printing press. With the widespread use of that particular device, books were available to more people than ever before. Not only that, but because they were so much easier to produce, literacy increased. Books were still precious, but they were nowhere near the treasured status they'd once held.

And all those handmade books from ages past? Well, they were clearly no longer important, so they were cut up, and used to help strengthen the bindings in a new generation of books.

Wait, What?


According to Tor, it seems some historians have been X-raying books printed between the 15th and 18th centuries. What they've found are strips of older, medieval manuscripts that have been torn apart, and used to help strengthen the binding. Out with the old, in with the new, and all that.

On the one hand, it hurts a book lover's heart to see that kind of destruction of historically important texts. On the other hand, the bizarre mystery of these hidden libraries is intriguing. These strips of ancient books may be little more than shards of their original manuscripts, but those shards have been exceedingly well-preserved.

Kind of makes you wonder how they chose which books got shredded.
Which makes you wonder... was that dark grimoire ever truly destroyed? Or were the pieces simply hidden away, and preserved in other, more innocuous books? If you needed a prompt for your fetch quest, you now have it courtesy of one of history's funny little quirks.

As always, thanks for stopping by to check out my Moon Pope Monday update this week. Hopefully everyone found it as interesting as I did. If you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page to toss a little bread in my jar? As little as $1 a month gets you free swag! Lastly, if you haven't done so yet, why not follow me on Facebook, Tumblr, and/or Twitter?

Monday, March 28, 2016

Can We Stop Making "The Batman Argument" For Wizards?

Character classes are designed so that they each have something to contribute to a game. The goal is for a party to be able to handle any challenge that comes its way, and for the members to combine their efforts in order to be more than just a bunch of individuals. A party should, ideally, be a team that works together like a well-oiled machine to defeat the cult, slay the dragon, or accomplish whatever other goal has been set before them.

No matter how unsettling that goal happens to be.
 
Despite our tacit agreement that every class has its place, and that in the hands of a skilled player any class or class combination can be used to make a good character, there is still this inane urge we have to talk about the "strongest" classes. In what boils down to a "my dad can beat up your dad" style debate, a faction of players will insist with absolute authority that wizards are the most powerful class. When asked why they feel this way, the players will say that it's because a 20th level wizard, given time to cast and the resources for necessary spell components, is an unstoppable force. They'll throw out the ability to teleport across the map, or the power to summon creatures from the ether, or the ability to create pocket dimensions, but no matter the lyrics, the tune being played is always the same.

I am now referring to this protestation as "The Batman Argument," and I would like to ask anyone tempted to make it to take a moment to look at why it's ridiculous.

What is The Batman Argument?


Batman is one of the most competent characters in the DC comics universe, if not in all of fiction. A master detective with a genius intellect, and perhaps the world's most accomplished martial artist, Batman's writers have also created a rule for the caped crusader's stories over the years. The rule says that no matter how powerful the foe, if given enough time and resources, Batman can craft a solution that lets him emerge victorious.

Because all I do is win.
 
This is the sort of logic that some players will use to justify their opinion about wizards being the most powerful character class. Because, they will argue, a sufficiently accomplished wizard can alter time, permanently alter his form, and create small armies of followers while guarding himself completely against any outside threat.

Which sounds great... until you realize the same sort of argument can be made for nearly any class.
 
Also, before we go any further, here's your reminder to check out my 5 Tips For Playing Better Wizards!

Every Class Is An Epic Threat At Level 20


If you set the same parameters for other classes that you do for a wizard (a huge budget, home turf advantage, and unlimited prep time), then you can create similarly difficult threats with any class, and a bit of creativity. A 20th level ranger claims a huge swath of forest, along with several strongholds inside it, and sets up traps to catch the unwary. Or a swath of desert, or a network of caverns, or even an entire neighborhood of a city. Within that area he can move like a ghost, springing deadly ambushes on anyone who enters his realm, and vanishing before his enemies can hit back.

Pick a class, and you can come up with similar arguments. A high-level rogue or ninja can ambush even the wariest of parties, picking them off in the night, or assassinating them in their beds, sneaking unseen past locked doors and booby traps. Give a 20th level fighter time to prepare for every contingency, and the equipment to handle it, and you'll find yourself hard-up against a master of war on her home turf. A 20th level barbarian is a storm of fury and frenzy, and even the lowly bard can create a deadly fun house that will have even competent adventurers jumping at shadows.

Of course a wizard that's allowed endless time to prepare, is given a huge budget, and is allowed to choose the place where the confrontation happens is going to be a gigantic threat. That's why so many end-of-campaign bad guys are wizards with a page and a half of precasts. But time and resources, put in the hands of any other class, can be just as dangerous.

Besides, how much harder is it to operate when you don't have the time and resources you need to prep? When you aren't given time to rest, and when you run out of fuel for your higher-level tricks? What then?

Everything Has A Weakness


Something that often gets overlooked in the pointless discussion of whose favorite class is better endowed than the other is this gaming truism; everything has a weakness.

Everything.
 
Paladins are an unstoppable force, when you put them up against evil creatures that rely on fear effects. If you have them fight creatures that aren't evil, though, they're fighting with their hands tied. Rangers are a deadly threat when they're in a familiar terrain and fighting a favored enemy... when they're out of their element, though, they lose a lot of their power. Rogues who can't get their sneak attack off aren't going to do a lot of damage, and fighters or barbarians who can't overcome damage reduction or escape a colossal foe's grapple, are going to be in quite the tight spot.

What about wizards? Well, wizards have weaknesses just like any other class. As I mentioned in How To Shut Down Spellcasters in Pathfinder, wizards' primary weaknesses are refreshing and preparing spells, required components, familiars and bonded items, and concentration checks. If you can keep a wizard from getting the time required to rest and re-prepare spells, disrupt the spellcasting process by planting an arrow in the caster's shoulder, stealing a bonded item, or snatching away necessary material components (particularly important for high-level spells where the components can't be ignored with Eschew Materials), then you have taken the bullets out of the gun.

The other weaknesses wizards have to deal with is that they have to choose spells for the day, and they can only cast so many of those spells. Choosing the wrong spells for a given situation is just as disastrous as firing off one spell after another, until you're shooting blanks. And, lastly, a wizard needs to be able to get their spells off. Sometimes all it takes is a good initiative check for you to cripple your foes before they can harm the party... and sometimes all it takes is a bad initiative check for you to find yourself on the ragged edge before you managed a single somatic component.

Everything Is Situational


None of this is to say that wizards, or any other spellcasters, are weak classes. They simply have different pressure points than other classes do. And, while you should plan for those blind spots so you know what to do if they come up in game, people in glass houses ought not to throw stones.

No matter how badass your glass house is.
 
At the end of the day, though, how effective a character, or a party, is depends entirely on the campaign they're put in. For example, A brute squad made up of a front line of skull crushers, an archer, a battle caster, and a chaplain are going to decimate the enemy on the battlefield in a straight-up fight, but if they have to pursue a more subtle, political plot they'll be fish out of water. A powerful enchanter or illusionist might be able to defeat foes through trickery and domination, but if every enemy in a campaign is immune to their spells because their minds are beyond the reach of magic, these casters are completely out of their element.

At the end of the day, it's perfectly okay to have a favorite class. By all means, talk about the things you like, and why you like them. But if you ever feel the need to break out a ruler and start comparing sizes, just remember that you're not Batman.

I hope this week's Monday post didn't ruffle too many feathers! If you enjoyed it, and you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon Page to become a patron? As little as $1 a month will keep the content flowing. Also, if you haven't already, why not follow me on Facebook, Tumblr, and Twitter?