More Magic Words in Action

Rembrandt_Peale_-_George_Washington_-_Google_Art_Project_(721252)Magic Words in Action was a lot of fun to write. So I’m gonna be lazy and just do it again.

This time, I figure it might be interesting to try and theme the words more. So this time I randomly generated a body part, a verb, and 2 weird words. I also decided to throw a person’s name in there. In your game it would be some important caster in your game world, but I just finished studying the American Revolution, so lets all pretend that George Washington was a wizard. So our words are:

(Yes. I swear this was randomly generated.)




George Washington

I’m really tempted to change “Nipple” to something less ridiculous. Like “Fist” or “Heel.” How cool does “Washington’s Fist” sound as a spell? But Nipple is what the website gave me, and that’s what I’m stuck with. I’m going to interpret the meaning of nipples as a thing which provides succor, or a thing which releases a substance in small amounts.

Of course, after writing these spells, there are many of them that could be renamed to make a little more sense. But that’s not really in keeping with the spirit of the system.

In the previous post, all spells were 1st level. This time I’m just going to come up with the spells, and forgo spell levels.

Washington’s Nipples

Only a lawful character may cast this spell successfully. It is a ritual spell, requiring a full hour to cast. Once complete, 250 people per caster level will have their lives sustained for one day. They will still feel hunger, thirst, exhaustion, and cold. But these things will not kill them.

Visit from Washington

This is a ritual spell which requires a full hour to cast, and its casting must coincide with one of the high holy days of Washington’s faith. When cast, 100 people per caster level may travel up to 50 miles instantaneously and silently. However, their path must follow a network of established roads. A wide, oft-trodden dirt road counts, but a deer trail does not.

The Tune of Washington

A patriotic spell which must be sung by the caster. Any hirelings within earshot become inspired. If at any point during the coming day they are required to make a loyalty check, they make the check twice and take the better result.

Washington’s Mist

Affects a group of 100 people per level of the caster. If the group is retreating from battle, and this spell is cast, then determine who in the group has the highest stealth skill. That person makes a skill check at a -1 penalty. If their check is successful, then the entire group is able to stealthily remove themselves from battle.

Mists of Visitation

Spell summons a deep mist. The mist is weak, and so to last more than a single round, it must be cast in the proper conditions for mist. Near a body of water, in the cool hours of the day. If done properly, the mist will remain until it disipates naturally.

Anyone who enters the mist will meet someone interesting. Perhaps they’ll meet the man of their dreams, or the ghost of a long dead master willing to share a useful secret. There’s no way to control who you meet within the mists, but it is guaranteed to be beneficial.

Visiting Nipple

As part of preparing this spell, you must designate a body of liquid. It can be a jug you carry on your person, or an ocean. However, you must be able to touch the liquid when you prepare the spell. When cast, your nipples are replaced by 1″ diameter portals to that body of liquid. It will pour out of you at a rate of 2′ feet per round, for 1 adventuring turn, before your normal nipples return to your body.

Tune of Visitation

A spell which requires the caster to make music. The music can be made either by singing, or by playing an instrument. For as long as the caster is able to keep the song going, the spell’s duration will continue. The spell teleports a willing target to the location of one of their blood relatives. When the spell ends, they are teleported back.

Misty Nipples

Causes 1 protrusion to rise from a nearby surface per level of the caster. The caster has no control over where precisely the protrusions rise, other than “nearby.” The protrusions match the material of whatever surface they sprouted from. Immediately, each of the protrusions begins to leak a white mist that grows to fill the room. Each protrusion fills 10′ feet per round, for 6 rounds. The mist does not inhibit breathing, and in fact, breathing the mist is quite nutritious. Spending a turn in the mist counts as eating a full meal.

Tune in the Mist

A spell that must be cast on a pre-existing fog or mist. For the next day, anyone in the mist will hear an eerie song. A mix of human wailing, and the low bellows of wind and string instruments. This illusion will force a morale check in most creatures, and even those who succeed are likely to be shaken by the experience.

The Nipple’s Tune

An illusion spell cast on a single target. On a failed save versus Magic, the character begins to occasionally hear a strange singing. Investigation will lead them to discover that their own nipples appear to have grown mouths, which amateurishly sing their way through a variety of improvised songs. At first their singing is occasional and quiet, but over time it grows louder and more frequent. By the end of a week, the victim believes their nipples are constantly singing, at a volume loud enough to be heard clearly by anyone nearby, despite any attempts at muffling they may make.

This kind of delusion will obviously affect a person in a variety of detrimental ways, best determined by the referee.

Related Links:

The original Magic Words system proposal.

The previous Magic Words in Action post.

Another list of mix-and-match spells over at Built By Gods Long Forgotten.

Additional ideas, and a list of 100 spell words compiled by Ktrey Parker

The Miscreated Creatures Questions Applied to the Axe Beak

Axe_beakAs an exercise, I’m going to use  the monster development questions I posted yesterday to flesh out a classic D&D monster. Hopefully this will make the way I use the questions a little more clear.

I’m using the Axe Beak for a few reasons. First off, it’s kinda interesting, but is overall boring enough that it needs further development. Second, I’m almost completely unfamiliar with this monster. I never really read its entries in later editions of the game, and I’ve certainly never read any ecology articles or anything written about it. All I know is what’s written in the AD&D Monster Manual. Which is:

Axe beaks are prehistoric carnivorous flightless birds. They are very fast runners and aggressively hunt during daylight. An axe beak resembles an ostrich in its lower portions, with a strong neck and a heavy, sharp beak.

Can it be unique?
The monster is designed around encountering a herd of 1-6. Best not to make it entirely unique.

If it can’t be unique, can it be a small group?
Yeah, it can easily be a small group. Perhaps when you roll 1d6 to determine how many you encounter, you’re also determining how many exist in the whole world? They’re a dying breed. A darwinian loser, or perhaps something that was never very numerous in the first place? A small group created by some unusual means. Perhaps they’re unaging creatures, some 100 or so created in ages past, now reduced by the occasional violent death to a mere handful?

Can it be smart?
Each Axe Beak makes every other Axe Beak a little smarter. When there was 100+, they were geniuses. Now, with only a few left, they’re barely literate simpletons. They scratch simple symbols in the dirt with their claws to communicate with non-Axe Beaks. They’re also capable of using a roughly 500 word vocabulary of some appropriate human-learnable language.

If it is not unique, what is its culture?
Once, Axe Beaks practiced a kind of utilitarian artwork using the medium of trees. With their beaks, they’d carve still living trunks into complex patterns, leaving enough of the tree intact for it to survive and for the patterns to remain. These patterns carried messages to other groups of Axe Beaks, claimed territory, or told stories of events that had happened. here. Given the now much reduced mental abilities of Axe Beaks, they tend to simply feel the urge to hack at trees every now and again, which they do until the tree falls over.

What is its worldview?
Axe Beaks have always been brutish and aggressive. Confident in their own superiority over other creatures, who they view as ugly. They particularly look down on any creature that can fly. They’re deeply jealous, but that’s not something they would ever admit to an outsider.

Wooden structures made by humans are offensive to them, and will be destroyed with gusto.

Can it be an inverse swarm?

What does it do?
The remaining Axe Beaks believe that they simply need to breed more of their own kind in order to reclaim their greatness. To this end, they obsessively mate with any creature they can. They’ve already determined that mating with one another doesn’t work, and they’re willing to try pretty much anything.

The Axe Beaks have never seen an ostrich. I don’t know if mating with an ostrich would be successful for them or not, but they’d certainly be interested in the extreme.

Why does it do what it does?
Because it knows it’s not smart, and it wants to be smart.

How does it do what it does?
They do what comes naturally. Generally speaking they pursue animals of similar size, or other birds. Though most birds are too small.

Does it make anything?
Axe Beaks are actually pretty good at making simple bridges of wood. They don’t like to get wet at all. Due to their decreased intelligence, they can only cross small rivers with a nearby source of trees. But at their height, they built some marvelous bridges that were studied by human engineers.

Anyone tracking the Axe Beaks will probably come across a simple bridge at some point.

Might it deal peacefully with the characters?
They’re easily agitated and easily insulted, and they’re predisposed to think humans are troublesome and annoying. But they also know that there’s much easier prey than humans. They’re generally willing to parley unless they’re ravenously hungry.

Does it have minions?
Not at present.

What is the creature’s lair like?
Axe Beaks are nomads. They range far and wide in search of mates, marking trees as they go. When it rains, they find what shelter they can until it’s time to move on.

Does the creature’s presence affect its environment?
Not by itself, no.

Does it have any special treasures?
There is a pair of saddle bags which gets passed around between the Axe Beaks. Everyone takes their turn carrying it. Within its pouches are smooth stones, shiny rocks, bits of metal, seashells, and a variety of other things which the Axe Beaks have deemed valuable. There may be a number of gems and coins in the pouch.

How did the creature come to exist?
They don’t know it, but all of the Axe Beaks were once axes, wielded by woodsmen who encroached into the forest of Hellena the Kyphotic, a druid with a wicked temperament. With the first blow of each axe, the roots rose up to strangle the woodsmen. The trees grew tall and strong on their blood. The axes were eventually enveloped by the growing wood, and when the trees grew old and toppled over, the Axebeaks emerged from the rotted wood.

What are the portents of its arrival?
There are none.

What happens to the creature’s victims?
The creatures are carnivores. If a meat-creature is their victim, then they will be eaten.

Does the creature have any special weakness?
They find touching water incredibly uncomfortable. They take no damage from being wet, but they react to being wet the way you might expect them to react to being on fire.

Does anything special occur upon the killing blow being made against the monster?
Each Axe Beak that dies makes the whole dumber. When there is only one Axe Beak left, it will simply topple over. Brain dead.

When the creature dies, what happens?
It has a very boring, natural death. Followed by a boring, natural decay.

Is the dead body useful for anything?
Each creature actually has a woodsman’s axe inside of its body. The head of the axe is at the center of its beak, and their spinal column has taken the place of the shaft. If the spine is reinforced with a metal or wooden rod, then the the axe can be wielded as a +2 battle axe against druids. If used to chop down a tree, the tree will always fall in exactly the direction you want it to fall in.

Related Posts:

The questions themselves.

The Miscreated Creatures Questions

106_Tentacle Latcher_Art ConceptAs I briefly mentioned a couple posts back, earlier this year I hit a stumbling block with I when I realized I’d been focusing my creativity in all the wrong places. What inspired me to take up this project in the first place were the mind-bending mechanics of the monsters in Better Than Any Man. I wanted every monster to be mechanically bizarre, so that was my primary goal: make really weird mechanics. What I ended up doing was creating a few really cool mechanics that I’m excited to share, and a lot of needlessly complex, over designed, try-hard nonsense. When I stepped back to look at all I had wrought, I realized that a shameful amount of my monsters were basically an interesting idea coupled with some bad rulecraft.

I spent time reading my favorite monster entries and asking “why do I like  this?” Most of the time, the answer to that question wasn’t “It has weird awesome mechanics.” The answer was something like “Because it makes art out of people’s disassembled bodies,” or “Because its consciousness is in another dimension and it has no idea that its actions harm anybody.” Clearly, I’d fucked up. I needed to reassess my monsters to figure out what made each one great, then build on that. To facilitate that process, I wrote a list of questions to ask myself about each monster. I’ve found the questions to be a reasonably reliable process to help me take an interesting idea and turn it into something that I’m proud of.

Can it be unique?
As a rule, unique monsters are more interesting than species of monsters. So does the monster need to be a member of a larger group in order to reach its full potential?

If it is not unique, what is its culture?
More than one of this creature exist, so they must have some relationship to one another. What binds them together? What are their common feelings and beliefs?

If it can’t be unique, can it be a small group?
A single tribe of similar monsters is more interesting than a globe spanning species. If there’s only a few hundred of something, perhaps they can occupy a single valley or island. Or perhaps there are only a few, and they never or rarely have contact with one another.

Can it be an inverse swarm?
(I’d really like to implement this idea at least a couple times, but so far I haven’t found a good opportunity.)

Can it be smart?
Intelligent monsters can have more complex motivations. They can parley with the party. If it can be smart without losing what makes it cool, then it should probably be smart.

What is its worldview?
Does it have a philosophy? How does it regard us? How does it regard nature, or the divine, or concepts like love and hate?

What does it do?
Certainly it must do something more than simply kill and eat people. What does it do when there’s no one to kill and eat? Is that thing that it does interesting to the players? Does it set traps, or write books, or dig tunnels, or pray? Are the things that it does even a problem? Are they beneficial?

Does it make anything?
Can the players buy what it makes? Is it useful or interesting? What does it do with the things that it makes?

Why does it do what it does?
Does it enjoy the thing it does, or is it a hated necessity? Is it willing, compelled, or even aware of the things that it is doing?

How does it do what it does?
Does it force others to do the work for it? Does it make people watch while it does the work itself? Is the thing that it does a ceremonial act performed with pomp, or is it merely a task to be completed?

Might it deal peacefully with the characters?
Does it have to default to hostility, or can it start out as neutral or friendly? Will it be willing to bargain? Does it want something the players can give it? Does it have anything to offer them? Can the monster serve as a questgiver?

Does it have minions?
Are there creatures attending the monster? Are they willing? Are they happy? Are they similar to itself, or are they different? How loyal are they? Why do they serve it?

What is the creature’s lair like?
Does it have a home? Is it a simple cave or dirt hole, or is it constructed? Does it have a specific appearance? Does it contain any specific objects? Are there any specific hazards? Did it adopt a lair, or build its own? Is its lair in our world? Is its lair difficult to reach?

Does the creature’s presence affect its environment?
Is the area surrounding the creature’s lair affected? How does nature, or children, or animals react to being in the creature’s presence? Does it have an aura of any kind? How does magic react to its presence?

Does it have any special treasures?
What has this creature hoarded or taken from others?

How did the creature come to exist?
Did it evolve? Was it created in its current form by gods? Was it created by a wizard? Was it created by a curse, or a lingering energy? Did it originate as another kind of creature?

What are the portents of its arrival?
When the creature is coming, or being summoned, or thinking about going somewhere, is there a sign of its imminent arrival? Any weather phenomena or unexplained oddities?

What happens to the creature’s victims?
Do they all necessarily die? Are they kept alive? Are they changed?

Does the creature have any special weakness?
Does its weakness hurt or kill it? Does it simply weaken it, or allow it to be hurt more easily? Does the weakness restrict the creature’s options or movement? Is the weakness logical, or is it something completely oblique that only random chance or an ancient sage will be able to reveal?

Does anything special occur upon the killing blow being made against the monster?
Is there a blessing or a curse? Is it on the one who made the killing blow, or on someone they love, or on their player?

When the creature dies, what happens?
Does its body explode, or decay, or simply lie dead normally? Is any evil inside of it released, are any of its deeds undone? Was its life sealing away any good or evil that is now released? Is there any cool effect like everybody in 100 miles going blind, or the sun being brighter for a day?

Is the dead body useful for anything?
Do the bones make good weapons? Are there any spell components to be found among its remains? Is the body part ready-to-use as soon as its removed, or must it be crafted by an artisan? Is it a permanent item? A temporary boost? Does it have an expiration date?

Related Posts

Wherein I apply these questions to the AD&D Axe Beak monster.

Swallowed Whole

6a52685c2281285a3df0d8bb43985651I discussed this a few months ago on google+, but it seems pertinent to go into some more detail here.

The ability of large monsters to swallow their prey whole is a time honored part of the game. But as best I can tell, there’s not actually a lot of detail on how it’s supposed to work. The AD&D DMG doesn’t mention it in the index, and in the monster manual it tends to simply state that the swallowing happens. Such as this entry for the T-Rex:

“This monster will pursue and eat nearly anything, engulfing man-sized creatures whole on a rolle of 18 or better.”

That’s the end of the entry. A perfectly reasonable interpretation would be that a character who is swallowed whole is now dead. But that feels pretty cheap. A more interesting idea is that the character is now in a state of limbo. If the remaining party members slay the beast then their friend can be saved; if the monster gets away, then their friend is dead.

But shitty movie cliches and lenient referees have convinced most players that being swallowed whole is somehow actually beneficial to them. After all, their sword can’t exactly miss when they’re entirely surrounded by the soft and vulnerable flesh of a monsters insides, right?

From the player’s perspective,though,  it’s not an entirely unreasonable request to want to continue fighting so long as they’re still alive and have a reasonable expectation of being conscious. So I think we have to give them the opportunity. But the mechanics of the situation need to represent the fact that the players are at a severe disadvantage. If they actually manage to free themselves, then it should be impressive not because the imagery is so cool (it isn’t. It’s cliche and boring). It should be impressive because the odds of success seemed so incredibly remote.

SO, Miscreated Creatures will include a set of “Standard Swallowed Whole” rules in its appendix. Monsters will either swallow whole according to the Standard Rules, or they will list their deviation from such. I haven’t 100% settled on how the Standard Rules should look yet, but this is where I’m sitting currently:

When a character is swallowed whole, they must succeed on a save versus Paralyzation to determine if they keep hold of their weapon. Bludgeoning weapons like hammers or fists are useless. It’s impossible to get sufficient momentum with such weapons to do any good. Whips fail for the same reason. Most ranged weapons, such as bows, are similarly useless. Guns work, but cannot be reloaded once fired. Any weapon that is too long (a spear, a pike, a musket) wont’ be able to be swallowed correctly, and will thus be broken in half when swallowed. Characters who make their save will be able to use any slicing or piercing weapons they can hold on to.

Attacks made while swallowed whole automatically hit, unless a 1 or 2 is rolled, in which case the character loses their weapon and can’t get it back. Otherwise, roll damage. The creatures takes only half of the damage rolled. Creatures who swallow live prey do not have delicate stomach tissue.

The acids and lack of breathable air within a creatures stomach will be suffocating for any character trapped within. After 1 + Constitution Modifier rounds, a character must make a save versus Poison each round in order to remain conscious. Swallowed characters take 10% of their total hit points as damage each adventuring turn.

Using these rules, a swallowed character’s ability to resist will likely end within only a few rounds. Even a high level halfling with 18 CON has a 10% chance to succumb each round after the 4. But their death will be slow, allowing their companions time to rescue them by hunting down and slaying the creature even if it flees.

These rules are a little over complicated perhaps. Much as I like simple rules, I have a habit of writing rules the way Pathfinder taught me to.  TL;DR:

Save v. Para to determine if you can hold onto your weapon. Awkward weapons don’t work. 1-2 attack roll drops weapon, all others are hits that deal 1/2 damage. Save v. Poison to stay awake after 1 + Con Modifier rounds. Take 10% damage each adventuring turn.

Of course, some monsters will have steel bellies that can’t be harmed, or their bellies will be full of fire that kills you very quickly. Unpredictability is the name of the game. But I think this forms a good basis from which to adjudicate monsters that swallow characters whole.

Related Links:

The google+ discussion about this.

Miscreated Creatures Update, and Keeping House Rules to Yourself

136_Flame Brain_Art ConceptSo, I’m writing a monster book called “Miscreated Creatures.” I’ve reached a point where I feel embarrassed to say that, because I’ve been saying it for about two years now, and don’t have anything to show for it. I’m like that asshole who brags about a novel that everybody knows he’s never going to finish. Really, I should have been done by now. But I’m not, and I probably won’t be for awhile yet. It turns out writing a book is really hard, and my strategy for tackling the project was…bad.

There have been redundant rewrites, inefficient document sorting, and periods of depressed inactivity that I’m ashamed to admit to. And of course there was the time about 9 months ago when I realized I’d made a fundamental error in the way I directed my creativity. I’d been trying to reinvent the wheel in the worst way, and backpedaling from that error cost me a lot of work.

But now the writing is in its final phase. It’ll be awhile before I’m done, but now I can see the day in my future when I will be. Art, layout, and printing will be a whole other beast altogether, but the book will get done. And after the titanic number of fuckups I’ve made while trying to do this job, I like to hope I’ve learned enough to work much much muuuuuch faster on my next big project.

ANYWAY: This post isn’t just an update on my book. What I really want to talk about is house rules.

Miscreated Creatures is being written as an LotFP compatible supplement. But, like any referee worth his screen, I don’t actually play LotFP Rules-As-Written. I’ve house ruled the fleeing rules to be more gradated, I’ve house ruled the grapple rules to be more attractive to players, and I’ve house ruled the social interaction to work according to On the Non-Player Character. Unsurprisingly, the monsters I create for my game are built with those house rules as an underlying assumption.

Of course, in most cases, it doesn’t matter. If a chase or a grapple or a social encounter happens with most monsters, they’ll work with any chase/grapple/social rules you want to use.  But what about those rare, super-cool monsters whose entire concept is based around manipulating the chase system? Or the several monsters who “grapple as 2HD higher?” I think these monsters are cool, and worth sharing. But I obviously can’t assume other players use my house rules, or are even familiar with them. And it seems somehow fundamentally wrong for a monster book to prescribe rules changes.

I could attempt to rewrite the monsters so that their mechanics assume a RAW LotFP game. But when I house rule, I generally do it because the base system has insufficient depth to be properly interesting. If my super-cool grappler monster is reduced to a creature with +2 to their grapple check, it hardly seems worth including them in the first place.

I could just take those monsters out of the book. With over 320 monsters, in it, the value of my book will hardly be significantly impacted by the removal of 10-20 creatures. And I could always publish them on my blog. But those 10-20 creatures include some of my best work. They deserve to be accompanied by some kickass art, and printed on paper.

The solution I’m going with is the one that feels wrong. The opening of Miscreated Creatures currently has a small section of recommended house rules, and a note about how some monsters in the book rely on those rules to function properly. I’m hoping that when we’re doing the layout, I can keep this section to a single page or less. Like I said, it feels wrong to have it there, but it feels more wrong to hide some of my monsters away, or neuter them by reinterpreting them through the lens of inferior game mechanics.

Related Links:

Two years ago when I said that I wouldn’t take more than a year to write this book.

Me wondering what kind of information I should include in a monster entry.

Me trying to figure out how to implement a feature that I eventually scrapped anyway.

Magic Words in Practice

07budaI thought I’d expand on the idea I presented in yesterday’s post with a demonstration of what I’m talking about. So I googled “Random dictionary word,” and clicked around on a few sites. I skipped past words like “Floriken” and “Antrum,” and settled on four  common words. Below, I’ve mixed and matched the words, and turned their various combinations into 1st level spells.





Stars of Indirection

The first person who is touched by the caster after this spell is cast becomes cursed. Any attempt to use the stars as a means of navigation will return a false result. The navigator will believe they have read the stars correctly. But any attempt to travel based on that navigation will lead in a random direction. This curse lasts one month, and a save versus Magic negates the effect.

Star Fighter

If cast during combat, a target within 100′ will be perceived as impressive by everyone who sees them. Even a bungling commoner with a sword they don’t understand how to use will be percieved as a peerless warrior. Weaker foes will become intimidated and may flee or falter before the Star Fighter. More ambitious opponents, meanwhile, will be drawn to the Star Fighter as a means of winning glory for themselves. This effect ends after the Star Fighter spends an adventuring turn out of combat. If the target wishes, they may make a save versus Magic to resist the spell’s effect.

Star Seat

A throne made of the night sky is summoned for 1 hour. Anyone but the caster attempting to sit in the throne will cause it to dissipate into a cold mist. When the caster sits on the throne, they percieve themselves to be miles above their own body, looking down at the world from the heavens. From this height, it’s impossible to discern any details. However, it can be used to make an effective map of the area within a 10 mile radius of the caster. The caster will also be able to see any sufficiently large phenomena, such as a town being on fire, or an army on the march. While sitting in the Star Seat, the caster will be completely unaware of anything happening to their body, including hit point damage.


A single human or human-like target must make a save versus Paralyzation or immediately sit down and remain seated for 1 turn per caster level. If there is a chair within arm’s reach, they may sit in that, but otherwise they must simply sit on the floor. Swimming, flying, or climbing targets don’t simply fall to whatever surface is beneath them, but may move themselves along the most expedient course to a seat that is not lethal to them. So long as the target’s butt remains in constant contact with a horizontal surface, they are otherwise free to move and act.

Seat of Indirection

This spell is cast on a chair or other sitting place, and lasts for 1 hour per caster level. Anyone sitting in that seat is more easily fooled than normal. They are not charmed, they are merely a little more gullible than they would normally be. If using the social system presented in “On The Non Player Character” by Courtney Campbell, treat this as a +2 to social action rolls. +3 if the social action is Gamble.

Indirect Fighting

A willing target within 30′ is able to attack indirectly for 2 rounds per caster level. They may use any weapons or techniques they possess to attack someone within 30′ of themselves, without actually touching them. On a successful attack roll, the target takes damage normally. The target doesn’t receive any AC bonus from dexterity.


I couldn’t think of an interesting spell for Seat + Fight that didn’t feel redundant. (The Fighter’s Seat?, The Seated Fighter?, Seat Fighting?) If a player handed me that spell I’d probably ask for their input, or just rehash Seat of Indirection, allowing the caster to curse a chair to make whomever sits in it more likely to attack someone.

Related Links:

The original Magic Words system proposal.

Another list of mix-and-match spells over at Built By Gods Long Forgotten.

Additional ideas, and a list of 100 spell words compiled by Ktrey Parker

Related Posts Plugin for WordPress, Blogger...

Thoughts and theories on tabletop games.