Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Thursday, June 4, 2026

The Enchanted World: Spells & Bindings

Spells and Bindings
 Time once again to return to the Time-LIFE series, The Enchanted World, and once again we deal with the topic of magic, in Spells and Bindings

Spells and Bindings

by Ellen Galford and Time-LIFE editors, 1985 (144 pages)
ISBN 0809452413, 0809452421 (US Editions)

Here we are treated to tales of magic, in particular spells cast that usually go awry.

Chapter One: Double-Edged Power

This chapter opens with one (of the thousands it seems) of the Celtic tales of star-crossed, ill-fated lovers. In this case, the tale of Tristan and Isolt (in this version, lots of variations of spellings). Here, a miscast spell, in the form of enchanted fairy wine, causes the two to fall in love and break their oaths to their sworn leaders. 

The Greeks treat us to the tale of Pygmalion and his statue, Galatea, though that name is not used here. His tale is compared to others of the ancient Egyptians, the Celts, and the French. I am reminded of the A. Merritt's tale "Burn, Witch, Burn" in which the protagonist, Dr. Lowell, discusses similar tales of human-like inanimate objects coming to life. 

If there is a message so far, it is that magic has a price. 

Chapter One: Double-Edged Power

This moves on to magical items. Like the Banner of MacLeod, used to summon up a horde to help them in times of war, or the cloak and hood of Finn MacCumal, which could change him into a stag or hound as he needed. And going further afield, the magic carpet. 

We end this section with the tale of Rhiannon and her lost child. 

Ancient Metamorphoses briefly covers tales of magical transformations. 

Chapter Two: Webs of Enchantment

Here, we get into the recurring theme of the series: that in a time before Christianity, there was more magic in the world and the coming of Christianity caused the old magic to disappear. Nowhere was that more obvious than in the British Isles. We learn about the Tuatha Dé Danann, the magical races of Ireland, and their connection to the Children of Lir. Lir was a chieftain and his wife Aeb bore him two sets of twins before she died. Grieving he sent for her sister, Aoife, to be his new wife and mother to her niece and nephews. Aoife however, never took to the children and one day took them to a lake to kill them. The children instead became swans for 300 years. Once the spell was broken, they aged to 300 instantly. 

The Children of Lir

The Tale of the Golem is also covered briefly as another magical creation. And Pandora ("all the gifts") was given to men by Zeus in another act of magical creation. 

In tales of transformation, we have the half-faerie Gerald, Earl of Desmond, who could transform into an animal. But his wife witnessed his transformation and called out in shock, cursing him to remain this way forever. More tales of Irish hero Finn MacCool (who seems to have enough tales for three heroes, really), though in this case, he was only part of the tale of Iollan, who left his faerie wife for a mortal woman. The faerie cursed them both, making Iollan a man who hated dogs and his wife into a hound. 

The tale of the Piper of Hameln is recounted with his magical pipes and warning to pay your debts. 

An Embowered Sleep is another tale of Sleeping Beauty. 

Chapter Three: Deliverance from Magic's Coils

Magical curses fill this chapter, starting with the Welsh tale of the Princess and the Frog. In this telling, the Princess doesn't kiss the frog, but must satisfy three tasks of the curse, including cutting off the frog's head to release the Prince. 

Staying in Wales, we get the tale of Sir Gawain and his son Gingalin sent to rescue a town from the fierce clutch of a dragon, only to discover the dragon was in fact a transformed Queen.

We cross the Channel to Paris and the tale of Bluebeard and his bride. Or, more to the point, his brides in death. And we are treated to one of the Ur-tales magical transformations and love with Eros and Psyche

In another tale of Sir Gawain, Arthur makes a deal with a lone knight in the woods that leads to a series of events in which an ugly woman, Dame Ragnell, is brought to his court. She chooses Sir Gawain as her betrothed and Gawain, who is known as the most curteous of knights, accepts. In doing so her curse is broken and she is one of the most beautiful women in the court.   

A Spell-Shackled Devotion is a similar tale and told next, again involving Finn MacCool and his follower Diarmuid. Diarmuid is betrothed to an ugly hag, but because he treats her with kindness, she is revealed to truly be a beautiful woman of faerie blood. But like Eros and Psyche, that is only the start of his trials to defend her life and love. Once Diarmuid finally completes all his quests to return health and life to his bride, he learns that because she is Sihde, she can't remain with him. Was he in love, or was it her magic that compelled him to love and thus heal her and break her curse? 

A Spell-Shackled Devotion

The message is clear. Magic is not something you want to mess with, and even happy endings are measured with a bit of sadness or betrayal.

These are many of the tales of our literary canon. Foundational to many of the myths and legends and modern tales we still have today. Even now, I look over the things I am working on and see these tales pop up almost unbidden. Do I see Eros and Psyche in my own Andy and Rowan? Yes, because there is an adversity there from their families. And like Eros (Cupid in the first tale I read of them) and Psyche, they do get the happy ending. 

Of course, unless my players get them killed in the next session.

The tale of Eros and Psyche had a strong effect on me and my own "D&D upbringing." I have mentioned many times that my "gateway drug" to D&D was D’Aulaire, I., & D’Aulaire, E. P. (1962). Book of Greek Myths. From there, I read other books of Greek myths, including one that had the tale of Cupid and Psyche. This was the same time I was learning and getting into D&D. Maybe I have always conflated the two. The idea that a character, through adversity, can obtain what their heart truly desires is a powerful one. And unlike my grim Celtic forefathers, I like to see true love prevail. Call me mushy or a sap or romantic or whatever. I like to see the characters "win." Since then I have go back to this story many times and have had different interpretations. There is a Freudian one that I think is rather fun, but beyond the scope here, but I STILL like to come to the conclusion that the ending is a happy one. 

If nothing else, that is something the Enchanted World series does really well. It takes these tales, sometimes very well-known tales, and lets me think about them in different ways. Sometimes it is the benefit of age, other times it is how the stories are arranged in conjunction with each other. I guess that is what makes them timeless, really. Their ability to be told and retold many times across the ages. 


Wednesday, December 3, 2025

Magic Backlash!

Photo by Dima Valkov: https://www.pexels.com/photo/spooky-woman-with-makeup-of-spells-5686649/
Photo by Dima Valkov
Or,  Biting off more than you can chew, magically speaking.

In the AD&D rules (and really most D&D variants), a spellcaster can't cast a spell above their prescribed levels. As a rule of thumb, this is often a spell level of half their caster level. There are variations across classes and editions, but this is sufficient for today's discussion.

But what happens when a spellcaster tries to cast a spell of a higher level?

The 1st Edition DMG has some rules on pages 127-128 on scroll reading and failure, but nothing as far as I have found on similar rules for spellbooks. I am sure someone, somewhere, has said with all the authority a Rule Lawyer can muster that "I Shall Not Be Done!" and then quote something that someone else said somewhere else. Frankly, that is myopic and doesn't serve the players well. 

So let me see if I understand the logic here...a group of adventurers are going to risk life, limb, possiblly even their immortal souls and sanity, for a chance of gold and glory. But reading a spell of slightly too high a level is verboten? No. I don't think so. Granted, it should come with consequences.

Here some rules I have been picking at. They supersede the ones found in the DMG.

Casting Higher Level Spells

A spellcaster is typically prohibited from casting spells to which they have no mastery of. Higher level spellcasting is the domain of higher level spellcasters and the untrained mind can not recall the information adequately to even attempt a spellcasting, that is even when they can understand the arcane or occult formulae at all.

But there are times, dire times, in which a spellcaster might want to attempt the dangerous casting of a spell to which they have no knowledge or skill of. This maybe attempted by reading a scroll or directly from a spellbook. There is a high chance of spell failure, and a chance of unintended and catastrophic results. There is also a chance that the spell works as intended and desired. This could be the difference between life and death, or a fate even worse.

To determine the chance of success, start with the Caster level.

Roll under chance of Success on d%.

Base Chance of Success = 5% per level

Table: Spell Casting Modifiers

Situation Modifier
Spell is of caster's own class list +10%
Spell is of allied Witch tradition (Classical, Craft of the Wise, etc.) +5%
Spell belongs to a related arcane class (Magic-User ↔ Illusionist) -5%
Spell belongs to a related occult class (Witch ↔ Warlock) -10%
Spell belongs to an entirely different class (Divine/Cleric/Druid/etc.) -15%
Spell is 1 level above caster's maximum +5%
Spell is 2 or more levels above caster’s maximum +10% per spell level
Spell of opposing alignment/Patron -25%
Spell of opposing school (arcane only) -10%

01 always succeeds.

00 (100) always triggers a Major Backlash (roll twice on the d100 table).

Failure results are detailed in the tables below. Scrolls and Spellbooks use different tables. Any casting, success, failure, or otherwise, results in the destruction of the spell being used.

Table: Scroll Spell Failure / Minor Backlash

d100 Result
01–20 Fizzle: Spell fails harmlessly; scroll turns to ash.
21–25 Harmless Surge: Hair stands on end; tiny sparks fly. No damage.
26–30 Minor Burn: Caster takes 1d4 damage.
31–33 Flashblind: Caster blinded for 1d4 rounds.
34–36 Reversed Spell: Effect targets caster.
37–40 Wild Targeting: The spell affects a random creature within 30 ft.
41–43 Spell Fragment: Only the first or last portion of the spell manifests (DM choice).
44–46 Partial Success: Spell works at half-strength, half duration, or half area.
47–49 Echo: The spell takes effect 1d4 rounds later.
50–52 Arcane Whiplash: Caster cannot cast spells for 1d3 rounds.
53–55 Magic Drain: Lose one randomly chosen prepared spell (or witch spell-slot) for the day.
56–58 Item Flare: A magic item worn must save vs. Spells or malfunction once.
59–60 Sour Ink: A random scroll in caster’s possession corrodes (save or be ruined).
61–63 Spirit Attention: A minor invisible spirit observes for 1 turn; 10% chance it interferes.
64–66 Vermin Sign: Normal vermin swarm briefly; 10% chance of ruining random gear or potions.
67–69 Etheric Disruption: All spellcasting within 10 ft suffers –2 to initiative for 1 turn.
70–72 Foul Omen: Caster takes –1 on all rolls for 1 hour.
73–75 Spell Echoes Elsewhere: The spell manifests 100–1000 ft away at random.
76–78 Vitality Leak: Caster loses 1d3 points of Constitution for 1 turn (fatigue aura).
79–81 Arcane Whip: Caster is knocked prone.
82–84 Shadow Flicker: Something mimics the caster’s shadow for 1 turn. Harmless but unsettling.
85–87 Planar Draft: A chill wind blows from nowhere; undead within 1 mile sense the caster.
88–90 Fail + Attract Minor Monster: Equivalent to a random monster roll.
91–95 Arcane Pulse: 1d6 damage to all creatures within 10 ft (save half).
96–99 Severe Shock: Caster stunned 1d4 rounds; lose 1d3 prepared spells.
100 Catastrophic: Roll once on the Major Backlash Table below.

Table: Spellbook Spell Failure / Major Backlash

d100 Result
01–05 Psychic Burn: 1d6 damage per spell level attempted; stunned 1 round.
06–08 Arcane Fever: –2 to all rolls, no spellcasting for 24 hours.
09–10 Witch-Marking: A permanent visible magical mark appears; –1 Charisma.
11–13 Memory Leak: Lose 1 prepared spell of each level. Highest levels first.
14–15 Reversal Cascade: Every beneficial effect on the caster reverses for 1 turn.
16–18 Wild Elemental Surge: Take 1d8 acid, cold, fire, or lightning damage (random).
19–21 Voice of the Spirits: Caster hears whispers for 1d6 hours. -2 on all rolls
22–24 Spirit Intrusion: Attempted possession (save vs. Spells or controlled 1d6 rounds).
25–27 Fates Displeasure: –1 to saving throws for 24 hours; omen appears.
28–30 Arcane Wound: Permanent –1 Constitution unless cured by heal, wish, or witch ritual.
31–33 Temporal Skip: Caster vanishes for 1d4 rounds and reappears confused for 1 round.
34–35 Spell Implosion: Lose all prepared spells of the highest level available.
36–37 Mana Scour: Drop to 0 spells; cannot cast for 12 hours. Spells return.
38–39 Grimoire Corruption: A spell in the caster’s book becomes unusable for 1 day. (Divine reroll)
40–41 Pain Curse: For 24 hours, all damage dealt to the caster is increased by +1 per die.
42–44 Aura Taint: Detect Magic/Good/Evil shows the caster as a random alignment for 1 day.
45–47 Attract Lesser Demon/Spirit (DM chooses): Negotiation may be required.
48–49 Blood Price: Lose 1d4 Strength for 24 hours.
50–52 Summoning Echo: A random outsider peers through briefly; 5% chance it steps through.
53–55 Arcane Feedback: Caster and all within 10 ft take 2d6 damage (save half).
56–57 Magic Reversal: The spell goes off but affects the absolute worst possible target.
58–59 Astral Flicker: Caster is partially astral for 1 turn; incorporeal but cannot act.
60–61 Possessed Insight: Gain a vision of the future, but also take 2d6 psychic damage.
62–63 Hexblight: Caster cannot benefit from magical healing for 24 hours.
64–65 Nightmare Veil: The next time the caster sleeps, they suffer a draining dream (lose 1d6 hp).
66–67 Witchfire Backlash: Caster burns with blue flame; take 1d6 damage and frighten nearby animals.
68–69 Feral Mind: –4 Intelligence and –4 Wisdom for 1 hour.
70–72 Undead Attraction: The nearest undead (within 1 mile) senses and seeks the caster.
73–74 Patron Claim (Occult only): The Patron asks a service (within 1 week).
Refusal imposes -2 to all rolls. (Arcane/Divine reroll)
75–76 Contagion of Chaos: 10% chance for each magic effect within 30 ft to misfire.
77–78 Spell-Eater Aura: For 1 hour, any spell cast within 10 ft automatically fails.
79–80 Dimensional Shudder: Teleportation near caster is impossible for 1 day.
81–82 Grave Chill: Caster’s touch deals 1 cold damage per hit die for 10 minutes.
83–84 Shadow Doppelganger: A hostile shadow-copy of the caster manifests (HD = caster level –2).
85–87 Blood-Ink Words: Any further spellcasting today causes 1 hp damage per spell level.
88–89 Wards Collapse: Any magical protections on caster immediately expire.
90–91 Forbidden Knowledge: Gain a secret insight (DM chooses) but take 2 permanent hp loss.
92–93 Cataclysmic Surge: 3d6 force damage in 20 ft radius; save half.
94–95 Deathly Pallor: Caster appears undead to detection spells for 1 week.
96–97 Spellstorm: Roll a random spell of each level the caster can cast; all activate at once.
98–99 Arcane Rupture: Caster must save vs. Death Magic or die (success = 3d10 damage).
100 Grand Catastrophe: Roll twice more; both effects apply; the attempted spell explodes violently. Spellbook destroyed.

Any roll that results in an ability being reduced to 0 or below results in the death of the caster. Saving throw vs Death will instead place the caster in a coma until they are restored.

--

With the chances of death, destruction, and the potential loss of an entire spellbook, it is easy to see why many spellcasters treat casting higher level spells as something "they just can't do."

Wednesday, May 7, 2025

Witchcraft Wednesday: The Ecneics Wand

 I am sure if you have spent any time on the internet, you have seen a meme that has had you scratching your head in utter confusion. This is one of those times. 

Ecneics

Now, to be fair. This looks like someone was having a bit of a laugh. "Satin," "Syantasts," yeah you should read this and naturally think that no one is going to believe that.

Well. You would be wrong.

I have seen people sharing this unironically and even posting stuff like "I have read about ecneics..." or my favorite "I have done my research into ecneics..." The fuck you have.

So if they can have their laugh, so can I.

Mother Shipton

The Ecneics Wand

Wondrous Item

In the hands of a Left-Hand Path, Mara, or a Pagan witch, this wand can be used to focus their spell casting, granting a +2 penalty to saving throws against that witch's spells. If the target of the spell is a Lawful (good) Cleric, then the penalty is +3.

Additionally, any magic circles created by the Ecneics Wand also grants an appropriate ± 2 or ± 10% bonus where appropriate to the witch or ±2/10% penalty to anyone needing to save vs spells due to the witch's magic. This is particularly helpful when used to summon demons, devils or other spirits.

There is a Greater Ecneics Wand that in addition to above powers can also summon a Lithobolia once per day. 

Witch Finders can recognize the Ecneics Wand on sight and will act accordingly.


The Left Hand Path Witch Finder

  Craft of the Wise Daughters of Darkness


Thursday, June 13, 2024

"It's me. I'm witches." Taylor Quick, Pumpkin Spice Witch

Taylor Quick, Pumpkin Spice Witch
Witch by T Leish with minor edits

 I swear. People are losing their damn minds.

I mentioned this all briefly in my Satanic Panic post back in April about how there are a bunch of Right Wing Evangelicals making the claim that Taylor Swift is a witch, or satanic, or both. Some have even gone as far as to "conclude" she must be a clone of Zeena Schreck, daughter of Church of Satan founder Anton LaVey.  Ignoring the fact that cloning tech is nowhere near this good now, let alone when Taylor was born.  I think they watched the movie "The Boys from Brazil" and thought it was a documentary. No. I don't give them the benefit of the doubt for having read the book instead.

I mean, I could go on and on; there is so much stupid shit out there. Just Google "Taylor Swift Witch" and read in horror how gullible (and stupid) some people are. 

Honestly, it boils down to three things.

  • She is a successful woman.
  • She says what she wants, when, and how she wants.
  • They can't control her, and they find that galling.
Plus, she is smart (as evidenced by her taking control of her own record deals) and knows how to have fun with her public persona (see "No, Its Becky").


It's Me. I'm Witches.

So what do they do? They take a page from their favorite playbook, and I honestly think this is Page 1, and they try to demonize her—somewhat literally. 

Parents, know what your kids are listening to!! Here are a few samples of the lyrics from Taylor Swift's new...

Posted by Caring Love Foundation Uganda - CLFUG on Tuesday, April 30, 2024

Though some do have fun with it. 

And of course, if someone mentions witches online, it has my attention.

It has been decided. 

She is a witch in my games, specifically a Pumpkin Spice Witch. But since no PSL is complete without a dash of cinnamon, she has a dash of Mara Witch in her, too. Why? Because she thinks it is funny. 

Sailor Taylor by Delaney Shultz
Sailor Taylor by Delaney Shultz
Taylor Quick
Human Female, Chaotic Good
19th Level Witch, Pumpkin Spice Witch Tradition.

Strength 10
Intelligence 17
Wisdom 15
Dexterity 14
Constitution 12
Charisma 19

Saving Throws (Base)
Death Ray/Poison 7
Magic Wands 8
Paralysis, Polymorph 7
Dragon Breath 10
Rods, Staffs, Spells 9 

Hit Points: 34
AC: 1 (Bracers of Defence) 
Base THAC0: 14
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers

1st level: Familiar, three cats
6th level: Things Man Was Not Meant To Know Are Fine for Women
13th level: Resting Witch Face
19th level: I Want to See Your Boss

Spells (new spells in italics)

1st Level: Allure, Bad Luck, Call Out, Delicate, Glamour, Greenery Light, Oh My God Becky!, Veritas (Truth Spell), BFFs (Ritual)

2nd Level: Bad Blood, Change Appearance, Light as a Feather Stiff as a Board, Invisible Strings, Sister to the Dark Ones, Witch Slap, You Can't Sit With Us

3rd Level: Bewitch III, Enchanted, Live Laugh Love, Love Attraction Candle, Lover’s Vengeance, Witch Fire, Shake it Off

4th Level: Dream Shield, Ethereal Projection, Intangible Cloak of Shadows, Rain of Spite, Starlight, Bring on the Night (Ritual) 

5th Level: Better than Revenge, Cardigan of Comfort, Overlook, Tripping the Light Fantastic (Ritual)

6th Level: Banshee Blast, Cloak of Dreams, True Seeing

7th Level: Breath of the Goddess, Peace Aura, Hell Hath No Fury (Ritual)

8th Level: Bewitch VIII, Frightful Aspect

Taylor the White Witch
New Spells

Like any witch worth her cauldron, Taylor has written many spells herself. She also altered versions of classic witch spells, which she refers to as "Taylor's Versions."

Bad Blood
Level: Witch 2
Duration: Permanent
Range: All targets within 60'

This spell is like a friendship spell, only in reverse. Once cast, humanoids and intelligent creatures (INT greater than 7) who had previously had good relations will begin to dislike each other and begin to fight amongst each other. 

A successful saving throw redirects these feelings of ill-will back to the witch who cast it. 

Better than Revenge
Level: Witch 5
Duration: Instantaneous 
Range: One target

This spell can only be targeted by someone who has personally hurt the witch. When triggered, usually by damage or some other hurt, the damage is returned back double. So, double damage or other effect.  How that damage or effect is delivered to the victim is up to the witch herself. 
There is no saving throw for this spell. 

Cardigan of Comfort
Level: Witch 3
Duration: One hour
Range: One willing creature

This spell weaves magic like the threads of a well-worn cardigan, granting a sense of security and comfort to the target. Choose a creature you touch. The target gains resistance to cold damage and fey charm effects for the duration. Additionally, if the target falls unconscious while the spell is active, they regain consciousness with 1d8 bonus hit point.

Material Components: Verbal (soothing whispers), Somatic (knitting needles and yarn that vanish at the end of the spell), Material (a small token imbued with a memory of comfort, worth at least 25 gp).

Delicate
Level: Witch 1
Duration: 10 min
Range: Within 15 feet

The witch casts a subtle charm that makes the target more receptive to her words. The witch is treated as having as having a +4 to her Charisma score. This spell can't be used in combat.

Enchanted
Level: Witch 3
Duration: 1 hour
Range: 60 feet

With this spell the witch sings a haunting melody that enchants creatures of her choice within range. Each affected creature must succeed on a saving throw or be charmed by her for the duration. While charmed, the creature regards you as a trusted friend to be heeded and protected.

The witch can use this spell again on the same creature. Once enchanted any future use of this spell is at a -2 penalty for saves.

Invisible Strings
Level: Witch 2
Duration: Concentration, up to 1 minute
Range: Self

The witch can create invisible magical strings they can manipulate with her will. These strings can lift and manipulate objects weighing up to 10 pounds within 30 feet of of the witch. She can use these strings to perform simple tasks or remotely interact with objects.

Shake it Off
Level: Witch 3
Duration: Instantaneous 
Range: All within hearing range

This spell, once uttered, will remove any one condition affecting those listening. This can include a Bewitch, Charm, Hold, Paralyze, Petrified, or Poisoned. Those hearing can also choose to regain half of their lost hit points instead of losing some condition. The only thing that is not affected is Sleep.

Starlight
Level: Witch 4
Duration: Concentration, up to 1 minute
Range: 120 feet

The witch calls down shimmering starlight in a 20-foot-radius sphere centered on a point within range. Each creature in the area must make a saving throw, taking 4d8 holy or radiant damage on a failed save, or half as much damage on a successful one. In addition, any area affected by this spell is brightly lit as per the daylight spell for the duration.

Material Components: A small crystal or gemstone.

--

Taylor is a lover, not a fighter. But still, don't piss her off. Or break-up with her. 

Selected Links of Insanity

Other, more important links

Wednesday, May 1, 2024

The Enchanted World: The Secret Arts

The Enchanted World: The Secret Arts
 I was going to do this one last night, but since my A to Z was still going strong I thought today would be better. Plus, it helps me transition from last month's topic.

Magic is discussed a lot in the Enchanted World series and 1987's The Secret Arts is no different. Maybe because it is one of the last (second to last, really) entries, it does feel a little different.

The Secret Arts 

by Editors of Time-LIFE Books, 1987 (144 pages)
ISBN 0809452855, 0809452863  (US Editions)

Unlike the previous editions, this one is divided into seven chapters, each dedicated to a type of magical practice. 

Chapter One: The Power of the Word 

Magic scrolls, books and words are the tools of trade of these magic-users. We start with the papyri of Ancient Egypt, dedicated to the God Thoth the inventor of writing. We read tales of the mage Nefrekeptah and the lengths he went to gain the Book of Thoth. Even creating souless, deathless makins to travel under the Nile to dig up the vault where the book was held. Though all his efforts only lead to his ruin. In this early tale of magic, we learn there are "things man was not meant to know."

Chapter One: The Power of the Word

Our journey takes us to Renaissance Europe to Heinrich Cornelius Agrippa von Nettesheim, better known more simply as Agrippa. His challenges were no less than Nefrekeptah's and the secrets he sought were too dangerous for him to take on other students. These tales are repeated throughout history as more would be mages sought out more powerful magic words.

Chapter Two: Decoding Destiny 

This chapter covers divination is all it varied means. Casting lots, shapes in smoke, palmistry, the entrails of animals, and the drug or poison-induced trances of oracles. One thing these all have in common, is the future was truly unknown and unknowable. 

Chapter Two: Decoding Destiny

We get into a bit of history about the Tarot and various "magic squares" where magic gives way to math. Which is pretty close to real magic. This leads us to the Number 13 and all its magical conontations. 

Chapter Three: Arcane Harmonies 

In the first book, Wizards and Witches,  we are introduced to the power wizard and singer Väinämöinen. He returns for this chapter on the magic of music. We see how old Väinämöinen makes his magical harp from the jaw bone of a giant pike. 

Chapter Three: Arcane Harmonies

We see magic in other instruments, like the pipes of Pan and all sorts of harps. The lute of Celtic magicians/musicians. And we hear again about the violin-playing prowess of the Devil himself. Even the horns of ancient armies and the bells of churches are considered to be a type of magic. Each being used to ward off evil. Bells were used quite a bit, from the church bells to even small bells that were used to by the superstitious to ward off evil spirits, demons and faeries. 

Chapter Four: The Witch's Kitchen 

No mighty armies. No ancient wise wizards. This is the simple homespun magic of the Kitchen Witch. The symbolism of the witch over cauldron is almost as common as the witch on her broom. But not just witches stirred the cauldron, this is an image that goes back to Celtic myth and even before. What sorts of brew come out of those cauldrons? I suppose this is often why the ancient words for "Witch" and "Poisoner" were often confused. However, some of those potions did have a magic of sorts. 

Chapter Four: The Witch's Kitchen

It is often believed that many of the balms, potions, poultices, and ointments had a mild (or strong in some cases) psychotropic effect. Could images of faeries, demons, ghosts and the like be more akin to an LSD trip? Seems likely. 

Chapter Five: Lapidary Lore 

The power of stones and crystals is so pervasive that even Dr. Jung talked about it as a universal symbol. Stones harder than diamonds, metals with associations to the various heavenly bodies, and healing stones were common everywhere. Not to mention all the attention given by alchemists to transmute a base metal to gold, considered to be pure and nearly divine. This transmutation was symbolic, if it could be done then the transmutation of our "base metal" to something "divine" could also be achieved. 

Chapter Five: Lapidary Lore


Chapter Six: Mirrors and Metals 

Continuing the themes of metals, this one deals more with reflective surfaces. Though there is a good bit on how swords could, via the metal worked by the blacksmith, take on personalities of their own.

Chapter Six: Mirrors and Metals

Chapter Seven: A Magician's Arsenal 

Less weapons, and more tools of the trade. Books, herbs, and stones have been mentioned already. This includes how magic wands are made, or divining rods, or fetishes. Magical staffs held by kings and wizards alike are mentioned.

Chapter Seven: A Magician's Arsenal

This one has a lot going on in it. There is a feel of "this is the end of the series and we have all this stuff left over" but it is still fun read. I enjoyed the bit on magical swords gaining personality and had never really thought about where that idea came from in myths. 

Next time: We celebrate My Mom for Mother's Day and what she has contributed to my blog!

Thursday, January 11, 2024

This Old Dragon: Issue #147

Dragon Magazine #147
I thought I should be getting back to these "This Old Dragons" to celebrate 50 years of Dungeons & Dragons. Since this year is all about D&D and various themes, I am pulling out my Dragons to review, but when I post them will be timed to coincide with other events. I am saving my various Sci-fi issues for May and so on. This month though is pure randomness.  Reaching into the box under my desk I pull out a particularly musty smelling artifact from the summer of 1989. AD&D 2nd Edition is on the market. I am working two jobs (Pizza Hut during the day and QMHP at a Mental Health facility at night) to pay for school. "Satisfied" by Richard Marx is the Number #1 song. Tim Burton's Batman still dominates our screens. And on the shelves for July, 1989 is issue #147 of This Old Dragon.

Our cover is from none other than Clyde Caldwell, wanting to do a good sorceress for a change. I really liked this cover. I wish the copy ow reviewing still had it.

Inside we are treated to an ad for "The New" Dungeon game. Looks like the old one with newer art. I have this one (I have all of them) and it is a nice big board and one of the larger boxes for Dungeon.  This one advertises the new classes of Dwarf and Cleric. 

A couple of ads for the WEG Star Wars game. 

This issue's theme is magic, so that will be fun. 

Letters cover the issues of the day including details on the revised Druid from a couple of issues back. Nice, but all moot now that AD&D 2nd Ed is out. 

In a similar vein Forum covers some rulings on Clerics. Things are actually made clearer in 2nd Ed.

Skip Williams is up in Sage Advice with advice on various magic items like rings, potions, rods, staves and wands.

Sorcerous Secrets is our theme this month. 

Getting Familiar


Patricia Nead Elrod is first with Getting Familiar, a guide on familiars.  It is a 2nd Ed focused article (good) and covers what has long been a very neglected part of any wizard's (or witch's) life; their familiar. While the focus is AD&D 2nd ed the material on the types of familiars (Cats, Crows, Hawks, Owls, Weasels, Ferrets, and Toads) can be, and should be, used in any edition. Very solid article and a good kick-off.

An old friend of the Other Side, Vince Garcia, is up next with Variety, the Spice of Magic. Ok Vince knows his magic lore, so lets see what he has for us. This one is a 1st Ed article, not surprising given the time period. This covers substituting spell components for wizards casting spells. A great article if you are like me and track spell components. Lots of alternates are given with various chances of spell change or failure. Worth reading for ideas alone on spell components. 

Gaze Into my Crystal Ball... covers, obviously enough, crystal balls from Krys Stromsted. Again this is an AD&D 1st ed article. I'll point these out as needed for this time of the Summer of 1989. A cleaner break was made between 2nd ed and 3rd ed ten years later.  This one covers durations, distances, and how spells work through a crystal ball. 

Spelling is Out by Douglas J. Behringer details writing out spells. Again AD&D 1st Ed focused. This includes the type of paper used to how the character writes the spell. 

Richard Hunt gives us not just one, but four different Wands of Wonder in WOW Your Players. Four different wands with random tables of effects. Likely could be used with any edition with some tweaking. 

And that is it for the special feature. Hmm. Kinda expected more. 

Miniatures are featured in the Through the Looking Glass regular feature from Robert Bigalow.  Some chariots pulled by lions, some V&V heroes and some impressive dragons.

Nice ad for AD&D 2nd Edition. Still the mock-up of the Monstrous Compendium, though it should be out in stores at the same time as this issue. 

Our "centerfold" is the Magus game by Robert J. Kuntz. The rules are here but the game board and pieces are missing. Too bad, it might have been fun to try.

The Gamers Guide of small ads is after that and not in the end. Ads for dice, computerized FRPG maps, and a couple of ads for getting your character drawn.

TSR Previews reads like a collector's wish list.  AD&D 2nd Ed books, the new Dungeon, the 1990 Forgotten Realms calendar. The Shadowdale novel. Dragonlance modules. Really fun stuff.

Ken Rolston reviews a bunch of magic-themed games in Role-Playing Reviews. This includes GURPS Magic, Ars Magica (the first one!), Talislanta, and magical offerings from the Forgotten Realms and Fantasy Hero.  This long review goes into each book into detail. Generally speaking Rolston likes each of these books and what they offer.

Brenda K. Ward gives us Lord of the Keep our short story for this issue. 

The Leser clan of Hartley, Patricia and Kirk offer up this month's The Role of Computers. They cover a lot of games for various computer systems. Commodores get the most of them with Amigas, and Commodore 64k and 128k machines. I always liked the Commodore 128k, I had a girlfriend at the time who had one and it was a fun little computer. These reviews are paired up with the Clue Corner feature to give out hints on various games. 

Nice ad for the SSI AD&D PC games. 

ad for the SSI AD&D PC games.

John C. Bunnell is up with the book reviews in The Role of Books. None titles jump out at me, but most of the authors do. There is a Vonda N. McIntyre one, Starfarers, that looks interesting.  A Mercedes Lackey horror novel, Burning Water that looks like a lot of fun, and one from an author I don't know, Tom Holt, called Who's Afraid of Beowulf? that also might a fun read. 

Convention Calendar gives us some of the cons that are happening the Summer of 1989. Surprising not listed is Gen Con.

Dragonmirth wraps up our issue. At the risk of sounding like an old fart, the ones from the early 80s seemed funnier. 

So an interesting issue with a lot of great material if you are into magic and wizard types. 



Friday, February 24, 2023

Kickstart Your Weekend: The Mapweaver's Guide

Ok, this is an entirely new one to me, and it looks fantastic.

The Mapweaver's Guide: A TTRPG Campaign Sourcebook

The Mapweaver's Guide: A TTRPG Campaign Sourcebook

https://www.kickstarter.com/projects/chaospixiemagic/mapweaver-rpg?ref=theotherside

It is a new TTRPG guidebook and campaign based on the author's world and books. You can check out the first book here, Windswept (The Mapweaver Chronicles) by Kaitlin Bellamy. 

From the campaign:

While The Mapweaver's Guide was initially intended to be a D&D5E supplement, the current upheaval with Wizards of the Coast and their OGL has forced me to take a bold step I never intended, but am still ridiculously excited about: Making MY OWN Mapweaver RPG System! This project will encompass all of it. The new world, the new mechanics, the new stories we can tell together! And you get to be a part of it all from DAY 1!

The adventure may be frightening ... after all, trying something so new so quickly often is. But isn't that what makes tabletop storytelling so wonderful? Against all odds, we tackle something massive together. Now, you are all my adventuring party. My companions. And we can take on this quest as a team! Let's slay some publishing dragons, map uncharted paths, and bring home some illustrated and hardbound loot!

Wow! Ambitious, but I admire her enthusiasm and her creative vision, so this could be a lot of fun. There is only one way to find out and that is get this published. She has some great stretch goals and I love the art.

I said I wanted to support more small and independent creators this year, so here is a FANTASTIC example.

Tuesday, October 25, 2022

100 Days of Halloween: The Complete Wizard's Handbook (AD&D 2nd Edition)

The Complete Wizard's Handbook (AD&D 2nd Edition)
This week is all about D&D. Since I have been doing spooky things in general and witchy things in particular, this one *might* stretch this notion a bit. But this book does give us our first-ever official Witch class, er... kit for AD&D. So for that reason alone I should consider it.  But there are other reasons for me to consider this.

The Complete Wizard's Handbook (AD&D 2nd Edition)

PDF and softcover editions. Black & White interior art. 128 Pages.

For this review, I am considering the PDF on DriveThruRPG and my softcover book from 1990.

So a bit of background first. AD&D 2nd Edition came out in later 1989 and introduced the concept of Kits. These were roles that could be taken by a class. They are similar in many respects to the sub-classes or archetypes of D&D 5. You took a kit at the first level and that gave some powers, abilities, and restrictions. They quickly got bloated and dare I say, game-breaking (looking at you The Complete Bard's Handbook) but the early ones like this gave the game some great flavor, and others, like The Complete Psionics Handbook, extended the rules in interesting ways.

The Complete Wizard's Handbook is all about wizards, magic-users, and magic.

Ok class what spell is this?
Chapter 1: Schools of Magic

This is not a classroom-like school (though it can be) it discusses the 8 schools of magic codified by AD&D (that is still around today). In AD&D 2e you could have a "Specialist Mage" or someone dedicated to a particular school, they excel in casting spells from that school but can't cast spells from an opposing school.  The example in the Players Handbook is the Illusionist, a holdover from AD&D 1st Ed. Arguably the most popular would become the Necromancer. (more on that later).

Each school is detailed and the requirements for each are also given on top of the requirements for a Generalist Wizard. For example, a Conjurer must have some human blood (seems random) and Enchanters need a Charisma score of 16 or above (that makes sense).

Chapter 2: Creating New Schools

This covers the creation of new schools of magic that either augment or abandon the schools above. It is a great primer on how magic might work and how it could be learned. While the standard schools are not dropped here, they are reorganized. This chapter is also helpful for anyone wanting to rethink their wizards can do. If Original D&D gave us a magic-user that can do anything, this gives us multiple types of wizards that collectively can do it all and not always the same way.

Chapter 3: Wizard Kits

At only 20 some-odd pages this section feels larger. And it is also the focus of my attention today. There are 10 kits detailed here, each with requirements, preferred schools, barred schools and what they do. The kits are the Academician (scholar of magic), Amazon Sorcerers (what it says on the tin, but all the The Complete Class book had an Amazon kit), Anagakok (Wizards from primitive cultures), Militant Wizard (also what it sounds like), Mystic (in this case a sort of pacifist wizard), Patrician (a wizard of noble birth), Peasant Wizard (just the opposite), Savage Wizard (wizard from very remote areas), Witch (why we are here), and the Wu-Jen updated from the 1st Ed AD&D Oriental Adventures

I mentioned this was the first official witch in AD&D, this is true, but it is not the first official witch of D&D. That honor goes to the witch school for Magic-users in GAZ3 The Principalities of Glantri which predates this by 3 years.  The witch here is easily the most detailed of the all the kits along with the Wu-Jen.

The kit creation section was a well-used and abused feature of this book for me when working on other kits and subclasses.

Chapter 4: Role-Playing

This chapter covers all sort of role-playing advice and tips for wizard characters. Various personality types are covered here; the Altruist, the Brooder, the Mystery Man, the Showman., and more. There are also adventure ideas and plot hooks for wizard characters. 

Not the Scarlet Witch
Not the Scarlet Witch

Chapter 5: Combat and the Wizard

AD&D wizards at low levels are easy to kill, so combat tips are most welcome. This covers Defensive spells and Offensive spells and how to best use them. There is also a bit about the restricted weapons list of the wizard.

Chapter 6: Casting Spells in Unusual Conditions

Details what spells are effective where and more importantly which ones are not effective. This includes the mundane underwater and the more fantastic environments like the planes. Also various conditions on the spell caster like blindness, impaired hearing, and speech.

Chapter 7: Advanced Procedures

Covers level and spell advancement to 32nd level. Details on various spells and a bunch of materials on how illusions work in the game. Details on spell components, spell research, and magic item research and creation.

Chapter 8: New Spells

Pretty much what it says. 40 new spells for AD&D.

Chapter 9: Wizardly Lists

Various lists from 25 helpful familiars, to five unusual places for spell components, nine magic items that have not been invented yet, and more. There are maps, locations, and even 12 new magic items.

The utility of this book for AD&D 2nd can't be undersold. There is more here than just class information there is also information on the very lifeblood of most fantasy games; magic.  While the book is solid AD&D 2nd ed there is enough information here for players of any edition of D&D. 

I have mentioned in the past that the magic school and wizard training information makes a great complement to the magic school found in GAZ3 The Principalities of Glantri.  In fact most of my late 90s AD&D 2nd ed games revolved around this idea.  I even brought many of those ideas back to my short-lived D&D 4th Edition game.  And most recently have gone back to this book for my newest AD&D 2nd ed character Sinéad.

I am surprised about how much I can still get from this book.

And obviously, it was the model I followed when I did my very first witch book 23 years ago this week!

Wizards and Witches



The Other Side - 100 Days of Halloween

Tuesday, September 20, 2022

100 Days of Halloween: Elements of Magic - Mythic Earth

Elements of Magic - Mythic Earth
Going back a bit when the D&D 3.5 edition of the game was all the rage and ENWorld began publishing material under the OGL and d20 STL.

This one covers the mythic magic of our World. 

As always I will be following my rules for these reviews.

Elements of Magic - Mythic Earth

PDF in a zip file. 58 pages. Front and back cover supplied as separate JPG files.  

You can tell this is the early days of PDF publishing. The publisher provides a README file to explain how use the layers to make a print-friendly PDF. Vey nice I have to say. Very polite.

This book largely assumes that you will be using this in a modern d20 game where magic is real.  There is an appendix in the back about using it with "Fantasy d20" coughD&D3.5cough.

Preface

A one-page overview of what this book is and how it is updated from it's predecessors (other Elements of Magic books).

Chapter One: Myths

This chapter is the foundation layer for playing a "mythic" game. This covers what sorts of myths you to use or create for your game. The default is a modern high fantasy. We get some very basic examples of how myths work in the world. Such as the abduction of Persephone causing the seasons to a basic overview of A Hero with a Thousand Faces monomyth.

Honestly, there could have been a lot more here.

Chapter Two: Spellcasting and Magical Traditions

This covers the spell-casting basics.  This includes "regular" spell casting and ritual magic. Magic is largely a skill-based system. Because of this any class can cast spells but some are going to be better trained than others.  There are new backgrounds, new skills, and of course lots of new feats.  Feats are the primary vehicle to differentiate the various magical styles.  It works much better than it would seem or even to anyone that is "feat exhausted."

In truth, the feat system is really rather perfect for this, or maybe, this book's conceptualization of these different mythic traditions is well suited for feats.  In other games, these would be all different classes or sub-classes.  Here it is entirely possible to build an arcane dabbler that knows a little runic magic, some voodoo. Your dabbler will never be an expert in anything due to the limited number of feats you can take, but that is also true in real life. They are also designed to provide some interesting playability if you do take more than one Tradition feat.

Examples of some magic items and a ritual spell are also given.

Chapter Three: The Magic of High Fantasy

This is our campaign world; magical modern Earth. They make a distinction between our Earth, "Terra" and the magical Earth, "Gaia." It is not a particularly new idea, but it is well executed here and that is the important part. Detailed within are various organizations that exist on Gaia that are related to magic. There is the governmental "Bureau" that act as the law enforcement in the magical world and "The Knights of the Round" that enforce the treaties with the Fey.  There is room for many more.

We are also given The Mage, an Advanced Class for d20 Modern. This rounded off with some NPC Mages.

Chapter Four: Spells

Spells here are applications of magical skills. The ten skills are Attack, Charm, Create, Cure, Defend, Divine, Illusion, Move, Summon, Summon, and Transform.  Each skill must be trained. So it is easy to see you can have generalists in all skills and experts in just a few.  Each skill has a number of spells associated with it.  You can design spells as needed with whatever enhancements seem to work the best.  Each enhancement requires a skill rank.  So four enhancements mean four additional skill ranks. 

The system takes a little bit to learn but is easily adaptable and usable in play.

Appendix

This covers converting the Mage advanced class to a Base class for use in Fantasy d20 worlds. 

It is obvious to me that this was someone's favorite campaign model for a while. There are a lot of really great ideas here and few I'd like to try out.  Reading it now I am taken by how much of this could be ported over to True20 or even a modern OSR game.

The Other Side - 100 Days of Halloween