“A Necromancer! I hoped I’d never have to lay my eyes on one of your kind again” – Gheed.
Yes, the Necromancer is a powerful spellcaster who is capable of bringing the dead back to life. With a penchant for the macabre, these dark magicians are able to manipulate bone, flesh and even go so far as to cause disease and further. Typically though, we’re going for those who bring the dead back to life. As such, we’re not focusing on disease or any of those aspects of this dark art.
So buckle up and get ready, for it’s time that we count down our Top 10 Necromancers. (more…)
Fighters are the soldiers, mercenaries, warriors, the armour + weapon meatstick that goes first through close corridors and stands at the front of a fight yelling “come and have a go if you think you’re hard enough”. They’re often cold, functional, and unimaginative, fine for a new gamer, but if you’re comfortable with the rules you can play something more interesting.
The problem with spells is that you can get very locked into the descriptive text of a spell and struggle to stick your own stamp on it. The same goes for the styles of monk, the divine domains of clerics, the pacts of warlocks. It’s all to easy to read the words in the book and say “that’s me” rather than thinking about your character and then deciding what class and styles match your ideas most closely.
Fighters should be the most free of all! Ripped from the page they’re cardboard cutouts, grey plastic minis for you to plaster with paint. And yet all to often when it comes to play I either never get a fighter in the group, and those fighters that I do see are bland and bloodthirsty, perhaps a noble, just, and true meatstick. In combat they go from enemy to enemy beating them to death in turn by putting out the maximum possible damage that their class abilities permit. (more…)
So, rather than starting with my spell like I did in my Re-Skinning Spells part 1 last week, I’ll be starting with the spellcaster. To give your unique character a unique feel rather than just a colour-by-numbers hack-n-slash dungeon crawler, plant a little of their personality onto their spell list. For each character I’ll be throwing in more details like magical implements or Individual Magical Effect to give you some ideas on how to really change up your wizards, warlocks, sorcerers, and spellslingers.
Let me start with a character I’ve wanted to build for some time.
A wizard heavily invested in the nature of time, it’s mechanisms, how it shapes and is shaped by space and matter. There’s a few spells that are no-brainers for a master of time, Slow, Haste, Scrying, at later levels Time Stop and it’s not a huge stretch to throw in spells like Mending as a way to reverse time on a broken object, or Disintegration to accelerate time to the point of crumbling. But not every level comes with a complete collection of spells perfect for the Chronomancer.
It would not take an overly permissive DM to alter Conjure Minor Elementals to summon Modrons instead, those mechanical life-forms from the plane of rigid order and law. The collection from the Monster Manual sits within the Combat Rating requirements. Scrying and locating spells might help pinpoint the eddies and currents a creature leaves in the currents of time, Move Earth and Control Water might toy with history so ancient that the world was different.
Each time the Chronomancer casts a spell it is accompanied by the sound of a ticking clock, a whirling of spectral gears about his/her arms, and at later levels the very stars wheel in the heavens as he/she exerts power on the universe. A stopwatch might be the focus for the Chronomancer, or a sundial with a shadow that always points to the correct time, no matter the light in the room.
The magic of an Alchemist is all chemical, no otherworldly powers required. The correct admixtures can turn acid into a projectile capable of flying great distances, contain fire in a case of metal to be called upon later, or spawn lightning in a jar. The Artificer class for Eberron has dabbled a little in this, although I have to say I preferred the sub-type of wizard from an earlier issue of Unearthed Arcana. That works up to a point, but there are plenty of spells that you might not be able to pull out of a bottle.
Consider a spell like Wall of Stone, rather than a movement of earth the spell could be a growing mountain of foam that solidifies into a barrier. Illusions could be the result of a potent hallucinogen; it’s hard to summon an Insect Plague with chemicals unless you keep a box of larvae or a vial of potent pheromones in your pack.
Alchemists can fit into a low-magic setting, but have to plan accordingly. Your alchemist may have to carry a hefty medicine bag filled with bases, reagents, admixtures and solvents, along with enough glassware to refit a cathedral. You might be walking around in lab gear, goggles and gloves, collapsible work bench, the works.
Ok, let me draw some examples from elsewhere. I’ll grab some characters with signature spells or spell-like powers and give you something that’ll do the same job:
Maya’s Phaselock – Shamelessly going back to Borderlands, the Siren Maya has the power to imprison an enemy in a hovering bubble of raw energy from whatever plane of existence the Sirens draw power from. Hold Person would work fine as the basic version, but lacks the upgrades, they’re much harder to replicate without your DM allowing you to add powers and expending higher spell slots, or even several slots. Dominate Person, Bless, or Resistance can give you ideas for effects to pile onto a single spell.
Witcher Signs – Igni screams Burning Hands, nice and easy. Aard, maybe use Thunderwave. At early levels you might use Crown of Madness for the hypnotic sign Axii, rather than the more appropriate Dominate Monster. The shielding sign Quen has loads of possible options, from Shield to Magic Circle. And Yrden… is difficult, planting rune-circles that trigger when you pass over them is something you’ll have to wait for when you get level 3 spells and Glyph of Warding, but that’s such a versatile spell you should pick it up anyway, no matter who you are.
Waterbending – It’s easy to replicate earth, air, and firebending from the Avatar Series, plenty of fire-based spells, mobility and defensive spells for air, and things you can change into stone, especially if you build a druid. Water might be trickier, but there are things that could be made more… watery. Magic Missile and Cloud of Daggers, streaks of water hurled at opponents, Slow and Evard’s Black Tentacles could be used as patches of water that grip and bind.
No man is an island, inspiration does not come from nowhere, and there are too many people to whom I owe thanks for developing my skills as a Dungeon Master. Today feels like the day to thank a lot of people, I’m coming to ten years a slave to the hobby (is that reference in poor taste? Eh, I don’t care) and I wanted to share with you guys the people who have shaped my experience, and how.
Nathan Rigby: Here’s the guy who started it all, him and a guy called Pete who appears to have vanished into the unknowable abyss beyond social media’s grasp. I was asked if I wanted to play, I said sure, was told I was the Dungeon Master, and replied “Sure, what’s that?” My early experiences as a DM were highly encouraging, and while I’ve been through some bleak patches in which I relied too heavily on tools that did me no favours, but I’m better now. Nathan only ran a few games for me, but he snapped me out of a few bad habits early on, encouraged and coached me through some basics by observing my style and correcting it.
Eddie Alcock: A lot of players you will talk to will have Their DM, that Dungeon Master who will always be the one who inspired and enthralled them, whose campaigns and stories are first brought to mind whenever conversation turns to the subject of RP. Eddie would be mine, a master of narrative, a brilliant creator and inventor, and a master of ripping things off in such a way that you’d never notice. One of my most entertaining characters thrived in a world of Eddie’s creation, and since playing in his games I have learned how to make my players feel more at home in the worlds I create for them. Cheers Ed.
Chris Smith: Owner and proprietor of my local game shop e-Collectica, my association with Chris goes further back than that. Here is the man I rely upon as my catalogue of gaming knowledge, and he has introduced me to so many board games, and more than a few roleplaying systems. In short, without Chris I’d be stuck fully on Dungeons & Dragons and would never have dabbled outside of my genre, I’m still a firm fantasy man, but at least I’ve stuck my nose outside of the box.
Chris Perkins: Since the days of the early podcasts with Mike Krahulik, Scott Kurtz and Jerry Holkins, before taking to the stage with celebrity guest after celebrity guest in front of hundreds of PAX attendees. Chris is a professional author for Wizards of the Coast working on D&D, in other words one of my dream jobs, and being in the field means that D&D is as much a part of his day to day life as it is to me, but he has a showmanship that I can only aspire to for now.
These are only some of the DMs that have built my expertise over a decade of role play, formative in my early years of the game, but I have not stopped learning from others. People like Raging Swan Press, Matthew Colville, Matt Mercer, and – dare I say – me, we all like to share our styles, stories, our advice to anyone and everyone who’ll listen.
Show some appreciation to your DMs, we work hard to give you the best gaming experience we possibly can.
Chris covered some of the RPGs on show in his article last week but while he covered what was on the shop floor, I wandered the Hilton, who had mostly filled their rooms with tables equipped with DMs, GMs, Storytellers, and enough rulebooks, character sheets, dice and assorted other accoutrements to keep dozens – maybe hundreds – of people entertained all weekend. As someone who is obsessive over tabletop roleplaying it was amazing to see so many games going off at once, I mean just look at this:
Most of these photos may look like identical rooms, honestly it’s just the decor and layout. People were flooding into the sign up room, and I had to edge my way around the queue to get a photo inside.
Competitions and Tournaments
One of the NEC main halls was given over fully to competitions for the more popular games, on a national and international level. Wandering that hall I think I heard as much German, French and Polish cast around as English. There were games I expected, like the Magic tournament, the Pokemon tournament, I even fully expected to see people competing in the X-Wing miniatures skirmish game, but I wasn’t expecting to see Infinity or Dropzone.
I already talked about what these guys got up to, here’s a few images from the guys over at the Living History Camp, and the time they went to war against a pillaging horde of small children:
Yeah, the best part is just wondering around wherever we pleased (up to a point at least). This has only been my second occasion as a member of the press so I’m still never certain what I can and cannot get away with, but dammit if I’m getting all-access I’m going to work hard for it.
It was incredible wandering the hall before and after the horde joined us. The difference was simply astounding, the freedom to walk the floor reduced to swimming through a crowd; strange echoing silence turned to a cacophony of voiceless sound. These events are made by hard working people who put their livelihoods out on trestle tables to be judged, exhausted staff and volunteers fighting to keep every moment organised and controlled for the good of everyone involved, and by the people who keep coming back year after year to make it all worthwhile.
Here’s what we saw:
Pictures will be on Facebook soon enough, if you see yourself, tag yourself. In the mean time, so long UKGE, see you next year.
I’ve been trying some list writing lately, a means of putting dozens of idle and fragmented ideas into some kind of order, and aiming for a nice round number gives me the drive to come up with something new. Things like:
- Ladder leading to a trap door, the mimic strikes when a creature is halfway up.
- Corpse with a gleaming sword in the back.
- Freestanding mirror that gives slightly inaccurate reflections.
- Chest in a shipwreck. Because who’s going to check while holding their breath? AHAHAHAHAHAA ~cough~
- Writing desk with locked pigeon holes, or possibly with a map spread across it.
- Vault door embedded in a stone wall.
- Table or shelf stocked with fresh food.
- Shovel stuck in a freshly turned over mound of soil.
- Music box with key, it chimes intermittently to coax creatures closer.
- Velvet upholstered throne occupying a low plinth.
You get the idea (and feel free to use those by the way). I’ve been spurred on by people like Raging Swan Press or the Hyper Halfling’s Book of Lists, as they’re immensely useful and a great inspiration for any fantasy based game. I’m also trying to write some for sci-fi based games as I can’t seem to find many free resources that aren’t bound to a particular universe – and I have a Borderlands RP under way – and here’s where I’m coming undone.
It’s actually amazingly easy to write for generic fantasy compared to how difficult it is to write for generic sci-fi because there is no generic sci-fi. Fantasy draws from various mythology and the Tolkein stereotypes wrought from old Norse mythology, elves and dwarves, dragons, giants, demons, the gothic horror classics like vampires and werewolves, mages and witches, knights and brigands. Science fiction is broadly missing these fundamentals to fall upon, with every new sci-fi writer bringing in their own interpretations and semi-original concepts.
We covered a few of the old sci-fi stereotypes a few years ago, and I can build upon this a little with the observations of other students of the genre. We tend towards a human-centric universe with common races either representing some aspect of human society, or being copies of fantasy stereotypes. Minbari, asari, vulcans, and eldar can all be accused of being space elves, narn, krogan, and klingons are space orcs, and Warhammer has abandoned pretence and given us actual Orkz. Fall-back phrases to use when creating generic sci-fi resources might include the use of robots, technology, the advanced aliens, the ancient aliens, the militaristic aliens, any form of descriptor that might set a species apart, but even then it leaves you with little to work with, a very narrow foundation on which to build.
For example, I’ve been attempting to write a fairly common list type, 100 trinkets. Now this can’t include anything that might give a character a major advantage, nothing that can be used as a weapon, but perhaps a curio that highlights some of their backstory, or carries its own story. Something that can easily be shoved into a pocket or doesn’t take up too much space in a backpack. Shouldn’t be too hard right? For fantasy it’s not a problem, there are thousands of items between the various lists on my computer or on my bookshelves:
8. A small sea conch with the words “From the beginning” painted on the lip. – Elemental Evil: Trinkets; Dragon+ Magazine, Wizards of the Coast
51. (Dr) Blood and Laughter, author’s name is an unintelligible symbol. A terrifying collection of scenes involving torture victims and gruesome deaths. It is difficult to tell whether the volume is historical or fictional. – Books; The Hyper Halfling’s book of Lists
6. The red flowers painted on this ceramic vase bloom, wilt and die over the course of a day. – 20 things to find in a bag of holding; Raging Swan Press
Well so far I have forty sci-fi trinkets. In the mean time my collected encounter tables, unique treasures, and cruel encounters all keep getting expanded upon. Despite a dearth of sci-fi properties to inspire and steal from I find myself falling back upon tiny single-purpose robots, holograms, galactic curios, and assorted technojunk. Still I persevere because little projects like this encourage creative thought and give me something geeky to moan about.
When we step from good but do not reach evil, we must instead discuss what is justifiable, and law, chaos, or whatever other ethos you use becomes simply a means to an end.
While there are those who fall within Lawful Neutral’s umbrella who see the law as the end to which all means are necessary, and blindly pursue upholding the law as a duty in itself. Still others are simply searching for a peaceful life, or the pursuit of their own goals within the confines of the law, or in accordance with some code of conduct or ethics. LN characters are not necessarily interested in saving lives, nor are they necessarily out to enforce their law upon others, but in their actions they are constantly guided by an outside force. (more…)
Meet the Robin Hood of the D&D moral alignment system. Here we find the vigilantes, the renegades, and the rebels willing to stand up for what’s right in a world gone tragically wrong, and most importantly the heroes of freedom. For those who swing towards chaos on the side of goodness and the rights of the people the call to heroism comes when tyrants, slavers and oppressors threaten the people and their ability to live their lives in peace and quiet, without the demands of others to intrude. Sticking up for the little guy has the potential to lead people into trouble, and a tendency to run afoul of the law, but that’s all part of the fun for a CG character.
It’s one of the easiest alignments to play, but it’s worth looking into how to play Chaotic Good well. (more…)
I hate Neutral Good.
As a player it’s an easy pick, all the advantages of heroism without the need to be tied down by an ideology like the rule of law or the right to be free, ignore the rules whenever you please – oh sorry, whenever the cause is just – without suffering the wrath of the police. On the bright side it allows players to explore ideologies and philosophies more readily than might a lawful or chaotic bound player, and different perspectives on what one must do to be considered “good”. As a player it needn’t be a cop-out, claiming to do the right thing just because it’s the right thing, it can be a chance to explore what can drive someone to a life of heroism. (more…)
The much maligned moral alignment system has something of a bad history. In past editions of Dungeons & Dragons it’s been too restrictive, poorly explained and interpreted worse still, but take some time with it, break free of its constraints and bend the rules a little and it can actually be as useful a method of categorising and guiding the decisions and progression of a character as giving them a Myers-Briggs personality type, or a background. And of course it needn’t be restricted to a D&D or fantasy character.
Lawful Good! The alignment most commonly associated with the gleaming warriors of god, the Paladins and Clerics, or the guy who inevitably gets attacked by the barbarian for getting in the way of unrestrained carnage once too often. Having an LG character in the party can often feel like being lumbered with a chaperone or a policeman, everyone has to be on their best behaviour because the LG can’t stand by and simply watch as the less restrained members of the group do what needs to be done. An LG might be so inclined to hand over inordinate amounts of loot to charities and those less fortunate because it’s the “right thing to do” which is often a major source of conflict. (more…)