Next up in the Calidar: On the Wings of Darkness series is sourcebook/adventure for novice necromancers. So you know I am excited!
CA2 How to Train Your Wizard
PDF 70 Pages, full-color covers, color, and black & white interior art.
This book requires Calidar On Wings of Darkness and A Players' Guide to Caldwen, but it can also be played without those to a lesser degree. That is, it can be adapted to any game or setting, but I think it looses a bit of the original charm.
This adventure and supplement focuses on the College of Necromancy and assumes novice characters of about 12 years old. There are guidelines for rolling up novice characters as well as six pre-gen characters you can name and drop into the game.
Given the characters are novices this is a PERFECT introduction game for new, younger players. This is "Harry Potter meets Scooby-Doo (but more like Magicians)." You have young adventures, a mystery and the ghosts are real.
For the background, you get a collection of teachers that will interact with the students, and there is already a built-in rivalry in the school; the White vs. Black Necromancers. Or Law and Chaos for us old-school types. The characters are also given homework that can earn them "insight" to be used in the game. Students can also get "brownie points" from their official Brownie Protector, Bronwen! These are for good roleplaying that would not necessarily result in Experience Points.
I am just mad I didn't think of this first.
The clues the students/characters can find while working through our plot and subplots. The adventure is designed NOT to be a railroad. In fact, care is given knowing the characters, being young, will likely go all over the place.
The adventure starts in the classroom (! YEAH, no "you meet in a Tavern/Bar/Inn!) and moves out from there. The College is very detailed with maps and descriptions of the rooms. There are plenty of NPCs to encounter and combat is NOT expected at every turn. Clever spellcasting is rewarded, as is finishing homework.
I want to point out here that the maps in this product are a work of art. Really.
The levels are detailed well and clues to the murder of a student, Odel Talron.
This adventure can be run to support the murder investigation, or as a means to test the new young necromancers, or even just to play out the rivalry between the White and Black factions. Or all the above.
For my money, I would run it first as an introduction to the College, maybe play up the rivalry a bit, and then hit the characters with the murder in the next session.
The bottom line there is a LOT you can do with this and the ideas are not limited to those above.
It comes in softcover, but for my uses, I grabbed the PDF and printed it out one side per page so I have room to write my own notes.
According to Bruce Heard, there will be Labyrinth Lord and OSRIC compatible conversion guides for this coming soon.
I hope we can see other guides like this for the other Colleges.
Wednesday, April 8, 2020
Tuesday, April 7, 2020
Review: CAL2 Calidar On Wings of Darkness
I have been meaning to spend some quality time in Calidar lately. If you have been reading this blog for a while you know that I am a fan of the work of former TSR writer and editor, Bruce Heard. A few years back he began producing some system-neutral books for his World of Calidar. A world situated around the Great Caldera and the planets in the same solar system. If you recall Bruce's work on Mystara and in particular his "Voyages of the Princess Ark", then you can see how this is a logical progression of similar ideas.
I have reviewed other Calidar books in the past, in particular Calidar, In Stranger Skies and Calidar, Beyond the Skies. I figure this is a good week to cover some of the other books.
Bruce himself has been discussing his books and how they all work together on his own blog, so you can read that there.
Today I want to start with one of my favorites Calidar projects. Calidar On Wings of Darkness.
CAL2 Calidar On Wings of Darkness
134 pages, Hardcover, Softcover, and PDF. Full-color covers. Color and black & white art interior.
For this review, I am considering the PDF and softcover versions I received via the Kickstarter.
The book is broken up into the following chapters/sections.
A Mage's Conundrum: This is the fiction piece that sets the stage for what readers (and players) can encounter in Caldwen, this country of Mages and Demons.
History of Caldwen: This chapter covers the time-line of Caldwen and the moon of Munaan where magic comes from. We learn of early dealing with demons and the start of the mages. Presented in timeline format we are given over 7000 years of history to the present day of the campaign.
Lay of the Land: In this chapter, we are treated to some full-color maps which are always a strong feature of all the Calidar books. Here, of course, we are focused on the Magiocracy of Caldwen. Now it is natural to make comparisons between Caldwen and Bruce's other magiocracy, the Principalities of Glantri. Yes there are some similarities, but there are plenty of differences too. The main difference comes from the geography of the land, and the sea. Caldwen is a coastal country with over two-thirds of its borders coasts. In some ways I get a solids 7th Sea vibe here and this feels more Age of Sail than it does the dark ages. I have to admit that while D&D is firmly on my mind as the system of choice for this, I can help read it over and think that Mage: The Sorcerers Crusade would also be a REALLY good fit for this.
We get a two-page, detailed map with legend. Again, great cartography from Thorfin Tait.
The nine Provinces (with one Dominion) follow after this in "Gazeteer-like" formats. We get details on each province and local maps. The area of the whole country is huge and boasts over 10 million inhabitants. Just looking at the maps gives me plenty of ideas!
Intrigues of the Magi: This chapter covers the politics of a country that is a magiocracy, a meritocracy, and a dascalocracy. Or one that is ruled by meritorious teaching mages.
This chapter also covers the social structure for these wizards and how the various Provinces interact as part of the central government. Though the central government might be overstating it since much power lies in the rulers of the Provinces. We see some of the few stat blocks here and they are given in the Calidar shorthand stats. They can be translated into your game of choice using the Game Mechanics for the World of Calidar book (which is PWYW).
Behind the Curtains: Deals with the various non-mage guilds that also keep Caldwen moving. They are a mixed lot and would work well in any game. I would tend to use them more as background or NPCs, not so much as guilds for PCs to join.
A Cast of Many: The NPCs of note in Caldwen. Again stats are presented in the Calidar stats but easily converted to any game. Mentally I found myself inserting Pathfinder and D&D5 stats where needed and with a little more thought could see Mage: TSC stats as well.
This section is also heavily hypertexted. So if someone else's name appears in an NPC entry you can click it to go to their entry. The same is true for titles, colleges and other items.
Some stand out like Kryovata the Icy, a gnome sorceress and leader of the Protectors.
Master & Servant: Caldwen has a fair number of demons running around. These are bound demons and under the control (in theory) of a mage. This chapter covers demons, their ownership and the pacts created. Also, the demonic Black Market is discussed. Like the previous chapter, this has notable demons detailed.
Beasties in the Dark: The monster section of some of Caldwen's more interesting creatures. Detailed in the same stat system as the rest of the book.
At the Heart of Magic: Ah. Now here is the meat of the book. This covers Caldwen's schools of magic and how their benefits, tuition, philosophies, diplomas, and campus rivalries influence the fabric of the entire magiocracy. The magic schools are treated as colleges and have a similar feel to the American and British collegiate system. We also learn of two of the sports played, Dracoderby which is like a dragon polo and Pugminton. Magic use in game is expected.
Each college is detailed and which town and Province their seat is in. The colleges are Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy, and Grand Wizardry.
Circles of Wizardy are given, roughly levels of academic attainment. First (Undergrad) to Fourth (Doctorate). Like all good colleges, there is also outplacement and career counseling. Sure you want to be a Ruler? Maybe the Path of Adventurers is a better choice for someone with your grades?
Secrets of the Cabals: What's a wizard's life without Secret Cabals? Not a life at all! Here we learn of the various cabals that cover the "Wizard's Guild" of most other settings. The cabals cover Alchemy, Demonology, Dracology, Elementalism, Necromancy, and Skymastery, with their attendant tests, abilities and philosophies.
Blood of the World Soul: This covers the raw magical force, Mana, that makes Caldwen so special. If you are familiar with ley lines or the Radiance from Glantri then you have an idea here. It also details the order assigned to protect this mana.
Sky City of Arcanial: Now this is the stuff I love. Floating cities are something I just never get enough of, to be honest. Arcanial is the home of the High Wizard Chancellor's palace, the ministries, embassies, the Great Library, and the College of Grand Wizardry. Plus all the private dwellings of the Caldwen's Rich and Famous. And you need flying gondolas to get up to it! How cool is that?
There are wonderful, full-color maps of the city and plenty of details. This is the sort of thing I keep coming back to Calidar for. I mean really. If your fantasy game does not have a floating city in it are you even playing fantasy?
The entire book is bookmarked and hyperlinked (PDF version only obviously) and a treat to flip through. There are so many ideas packed into this book I am unsure where I would start.
There is a lot packed into these 134 pages and there is a lot more that could have been said, but Heard wisely leaves that for you to do.
Adapting to any game is easy, though there is a strong AD&D 2nd Ed or BECMI D&D vibe here. Maybe that is just me though since I have been liberally mixing my Mystara with Calidar for a while now. Long, long time readers might recall that in my games there was a revolution in my Glantri and now it is a Theocracy. Caldwen allows me to have my cake and eat it too. I can keep "my" Glantri as is complete with the it's French Revolution-style revolt, AND still have a cool country of mages, wizards and a magic school.
I am serious. A Caldwen + Mage The Sorcerers Crusade game would be a lot of fun.
I'll look in to this more when I cover the next Caldwen (Bruce's "Series Two") book, CA2 How to Train Your Wizard.
I have reviewed other Calidar books in the past, in particular Calidar, In Stranger Skies and Calidar, Beyond the Skies. I figure this is a good week to cover some of the other books.
Bruce himself has been discussing his books and how they all work together on his own blog, so you can read that there.
Today I want to start with one of my favorites Calidar projects. Calidar On Wings of Darkness.
CAL2 Calidar On Wings of Darkness
134 pages, Hardcover, Softcover, and PDF. Full-color covers. Color and black & white art interior.
For this review, I am considering the PDF and softcover versions I received via the Kickstarter.
The book is broken up into the following chapters/sections.
A Mage's Conundrum: This is the fiction piece that sets the stage for what readers (and players) can encounter in Caldwen, this country of Mages and Demons.
History of Caldwen: This chapter covers the time-line of Caldwen and the moon of Munaan where magic comes from. We learn of early dealing with demons and the start of the mages. Presented in timeline format we are given over 7000 years of history to the present day of the campaign.
Lay of the Land: In this chapter, we are treated to some full-color maps which are always a strong feature of all the Calidar books. Here, of course, we are focused on the Magiocracy of Caldwen. Now it is natural to make comparisons between Caldwen and Bruce's other magiocracy, the Principalities of Glantri. Yes there are some similarities, but there are plenty of differences too. The main difference comes from the geography of the land, and the sea. Caldwen is a coastal country with over two-thirds of its borders coasts. In some ways I get a solids 7th Sea vibe here and this feels more Age of Sail than it does the dark ages. I have to admit that while D&D is firmly on my mind as the system of choice for this, I can help read it over and think that Mage: The Sorcerers Crusade would also be a REALLY good fit for this.
We get a two-page, detailed map with legend. Again, great cartography from Thorfin Tait.
The nine Provinces (with one Dominion) follow after this in "Gazeteer-like" formats. We get details on each province and local maps. The area of the whole country is huge and boasts over 10 million inhabitants. Just looking at the maps gives me plenty of ideas!
Intrigues of the Magi: This chapter covers the politics of a country that is a magiocracy, a meritocracy, and a dascalocracy. Or one that is ruled by meritorious teaching mages.
This chapter also covers the social structure for these wizards and how the various Provinces interact as part of the central government. Though the central government might be overstating it since much power lies in the rulers of the Provinces. We see some of the few stat blocks here and they are given in the Calidar shorthand stats. They can be translated into your game of choice using the Game Mechanics for the World of Calidar book (which is PWYW).
Behind the Curtains: Deals with the various non-mage guilds that also keep Caldwen moving. They are a mixed lot and would work well in any game. I would tend to use them more as background or NPCs, not so much as guilds for PCs to join.
A Cast of Many: The NPCs of note in Caldwen. Again stats are presented in the Calidar stats but easily converted to any game. Mentally I found myself inserting Pathfinder and D&D5 stats where needed and with a little more thought could see Mage: TSC stats as well.
This section is also heavily hypertexted. So if someone else's name appears in an NPC entry you can click it to go to their entry. The same is true for titles, colleges and other items.
Some stand out like Kryovata the Icy, a gnome sorceress and leader of the Protectors.
Master & Servant: Caldwen has a fair number of demons running around. These are bound demons and under the control (in theory) of a mage. This chapter covers demons, their ownership and the pacts created. Also, the demonic Black Market is discussed. Like the previous chapter, this has notable demons detailed.
Beasties in the Dark: The monster section of some of Caldwen's more interesting creatures. Detailed in the same stat system as the rest of the book.
At the Heart of Magic: Ah. Now here is the meat of the book. This covers Caldwen's schools of magic and how their benefits, tuition, philosophies, diplomas, and campus rivalries influence the fabric of the entire magiocracy. The magic schools are treated as colleges and have a similar feel to the American and British collegiate system. We also learn of two of the sports played, Dracoderby which is like a dragon polo and Pugminton. Magic use in game is expected.
Each college is detailed and which town and Province their seat is in. The colleges are Abjuration, Alteration, Conjuration, Divination, Enchantment, Illusion, Invocation, Necromancy, and Grand Wizardry.
Circles of Wizardy are given, roughly levels of academic attainment. First (Undergrad) to Fourth (Doctorate). Like all good colleges, there is also outplacement and career counseling. Sure you want to be a Ruler? Maybe the Path of Adventurers is a better choice for someone with your grades?
Secrets of the Cabals: What's a wizard's life without Secret Cabals? Not a life at all! Here we learn of the various cabals that cover the "Wizard's Guild" of most other settings. The cabals cover Alchemy, Demonology, Dracology, Elementalism, Necromancy, and Skymastery, with their attendant tests, abilities and philosophies.
Blood of the World Soul: This covers the raw magical force, Mana, that makes Caldwen so special. If you are familiar with ley lines or the Radiance from Glantri then you have an idea here. It also details the order assigned to protect this mana.
Sky City of Arcanial: Now this is the stuff I love. Floating cities are something I just never get enough of, to be honest. Arcanial is the home of the High Wizard Chancellor's palace, the ministries, embassies, the Great Library, and the College of Grand Wizardry. Plus all the private dwellings of the Caldwen's Rich and Famous. And you need flying gondolas to get up to it! How cool is that?
There are wonderful, full-color maps of the city and plenty of details. This is the sort of thing I keep coming back to Calidar for. I mean really. If your fantasy game does not have a floating city in it are you even playing fantasy?
The entire book is bookmarked and hyperlinked (PDF version only obviously) and a treat to flip through. There are so many ideas packed into this book I am unsure where I would start.
There is a lot packed into these 134 pages and there is a lot more that could have been said, but Heard wisely leaves that for you to do.
Adapting to any game is easy, though there is a strong AD&D 2nd Ed or BECMI D&D vibe here. Maybe that is just me though since I have been liberally mixing my Mystara with Calidar for a while now. Long, long time readers might recall that in my games there was a revolution in my Glantri and now it is a Theocracy. Caldwen allows me to have my cake and eat it too. I can keep "my" Glantri as is complete with the it's French Revolution-style revolt, AND still have a cool country of mages, wizards and a magic school.
I am serious. A Caldwen + Mage The Sorcerers Crusade game would be a lot of fun.
I'll look in to this more when I cover the next Caldwen (Bruce's "Series Two") book, CA2 How to Train Your Wizard.
Monday, April 6, 2020
Monstrous Monday: Pseudo Dragons for OSE
Back in my AD&D days, a pseudo-dragon was the familiar of choice for any of my wizard characters. They seem to be less desired in the post-3e years which is too bad since they are much more interesting than other types.
Pseudo Dragons
Pseudo dragons are a variety of dragons related to both dragons and wyverns, and some claim other stranger admixtures. They are small, intelligent creatures, capable of speech and casting spells.
Three types of pseudo dragons are detailed below.
Dragons gain hp per age category.
Pseudo Dragons
Small, wyvern-like dragon with a scorpion's stinger on his tail.
Armor Class 2
Hit Dice 2 (hp see above)
Attacks 1 bite (1d3), Poison sting, and Spell use
THAC0 18 (+2)
Movement Rate 60' (20'), Flying: 240' (80')
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Neutral (good)
XP for Defeating 35
Number Appearing 1
Treasure Type L (x10)
Faerie Dragons
Pseudo Dragons
Pseudo dragons are a variety of dragons related to both dragons and wyverns, and some claim other stranger admixtures. They are small, intelligent creatures, capable of speech and casting spells.
Three types of pseudo dragons are detailed below.
Dragons gain hp per age category.
Age Level | Hit Points | Age Category |
---|---|---|
1 | 1-2 | Very young |
2 | 3-4 | Young |
3 | 5-6 | Sub-adult |
4 | 7-8 | Young adult |
5 | 9-10 | Adult |
6 | 11-12 | Old |
7 | 13-14 | Very old |
8 | 15-16 | Ancient |
Pseudo Dragons
Small, wyvern-like dragon with a scorpion's stinger on his tail.
Armor Class 2
Hit Dice 2 (hp see above)
Attacks 1 bite (1d3), Poison sting, and Spell use
THAC0 18 (+2)
Movement Rate 60' (20'), Flying: 240' (80')
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Neutral (good)
XP for Defeating 35
Number Appearing 1
Treasure Type L (x10)
- Bite. The pseudo dragon can bite with its dragon-like jaws.
- Tail-sting. A pseudo dragon can sting with its tail. Save vs. poison or fall into a coma-like state for 1d6+1 days.
- Chameleon ability. Can hide in normal surroundings with 80% chance.
- Spell-like ability. Can cast spells as a 2nd level Magic-user.
Faerie Dragons
A small dragon with butterfly wings and a wide mischievous grin. Offshoots of the pseudo dragon found in lands of the faerie and other fey creatures.
Armor Class 5
Hit Dice 5 (hp see above)
Attacks 1 bite (1d3), Breath weapon, and Spell use
THAC0 15 (+5)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (5)
Morale 12
Alignment Neutral (good)
XP for Defeating 300
Number Appearing 1
Treasure Type J, K, L
Pseudo Dragons as Familiars
Witches, warlocks and magic-users can have a pseudo dragon as familiars. Pseudo dragons can communicate telepathically with their master. They also can communicate with all types of dragon creatures. So the master gains the ability to speak, read and write draconic, the language of dragons.
They gain a +2 to all saves vs. Dragon Breath (but not non-draconic breath weapons).
Additionally the familiar gives the master the ability to cast 2 first-level magic-user spells and 1 second-level magic-user spell.
Armor Class 5
Hit Dice 5 (hp see above)
Attacks 1 bite (1d3), Breath weapon, and Spell use
THAC0 15 (+5)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (5)
Morale 12
Alignment Neutral (good)
XP for Defeating 300
Number Appearing 1
Treasure Type J, K, L
- Bite. The faerie dragon can bite with its dragon-like jaws.
- Breath Weapon. A 2' cloud. Save vs. Breath Weapon or be affected by a sleep spell.
- Invisibility at will.
- Spell-like ability. Cast spells as a 5th level Magic-user.
A small dragon with wings surrounded in flames.
Armor Class 4
Hit Dice 3 (hp see above)
Attacks 1 bite (1d4), Breath weapon, and Spell use
THAC0 16 (+4)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (4)
Morale 10
Alignment Chaotic
XP for Defeating 250
Number Appearing 1
Treasure Type J, K, L
Armor Class 4
Hit Dice 3 (hp see above)
Attacks 1 bite (1d4), Breath weapon, and Spell use
THAC0 16 (+4)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (4)
Morale 10
Alignment Chaotic
XP for Defeating 250
Number Appearing 1
Treasure Type J, K, L
- Bite. The hell drake can bite with its dragon-like jaws.
- Breath Weapon. A 2' cone of flame. Save vs. Breath Weapon.
- Spell-like ability. Cast spells as a 4th level Magic-user.
Pseudo Dragons as Familiars
Witches, warlocks and magic-users can have a pseudo dragon as familiars. Pseudo dragons can communicate telepathically with their master. They also can communicate with all types of dragon creatures. So the master gains the ability to speak, read and write draconic, the language of dragons.
They gain a +2 to all saves vs. Dragon Breath (but not non-draconic breath weapons).
Additionally the familiar gives the master the ability to cast 2 first-level magic-user spells and 1 second-level magic-user spell.
Friday, April 3, 2020
Old School meets New Tech and vice versa
A couple of neat things happening here at the Ole' Brannan Family Game Dungeon this week.
My kids are missing their weekly D&D games in this quarantine time so tonight they will be running a D&D game over Roll20. We took the plunge and bought a Pro account. We will see how it will go. If they like it I might even try it myself.
So while they are using new tech to run an "old" game. I just a new copy of an old game.
My friend Greg heard I no longer had my copy of the original FASA Trek game. Lost in one of my moves between college and grad school I am sure. So here is what he sent me.
So looking forward to this!
I am thinking I might have to recreate two of my earliest characters, Dr. Scott Elders, CMO and genetics expert, and his "Nurse" Friday who is, in reality, one of his experiments/creations.
They were created after a 1982 double shot of "Wrath of Khan" and the augments and reading "Friday" by Robert A. Heinlein. I guess this fits in with the "old-new" theme as well. This is a 1982 book about the 21st Century. A Balkanized North America doesn't sound as improbable as it did then.
One of my favorite Michael Whelan covers.
My kids are missing their weekly D&D games in this quarantine time so tonight they will be running a D&D game over Roll20. We took the plunge and bought a Pro account. We will see how it will go. If they like it I might even try it myself.
So while they are using new tech to run an "old" game. I just a new copy of an old game.
My friend Greg heard I no longer had my copy of the original FASA Trek game. Lost in one of my moves between college and grad school I am sure. So here is what he sent me.
So looking forward to this!
I am thinking I might have to recreate two of my earliest characters, Dr. Scott Elders, CMO and genetics expert, and his "Nurse" Friday who is, in reality, one of his experiments/creations.
They were created after a 1982 double shot of "Wrath of Khan" and the augments and reading "Friday" by Robert A. Heinlein. I guess this fits in with the "old-new" theme as well. This is a 1982 book about the 21st Century. A Balkanized North America doesn't sound as improbable as it did then.
One of my favorite Michael Whelan covers.
Thursday, April 2, 2020
Old-School Essentials Spell Lists
Working on the OSE Warlock in my spare time. It's been fun but I want to be sure that all the spells are new in this one. So no repeats from any of the OSE books and none from my recent Basic-Era books like the Pagan and Pumpkin Spice Witches.
I am also going with some different warlocks than what I had in my Swords & Wizardry Warlock book. So revised invocations and spells in some cases and all new ones in most others.
The goal is, of course, to have a book that works great with Old-School Essentials AND also will work with my witch books and the S&W Warlock book.
To this end, I wanted to make sure I was not repeating myself and built this handy-dandy spreadsheet.
Or this link. https://docs.google.com/spreadsheets/d/1Sd-OQ3l16V35t3ChfwGeu471V_tNWS-7Pww_tjzgRcQ/edit#gid=153289230
You can see the sheet covers the Witch, Witch Ritual, Cleric, Magic-User, Druid, Illusionist, and Warlock spells. The hyperlinks in the sheet go to the various publications the spells are in. They are not affiliate links.
There are no warlock spells in this sheet yet. They are on my version at the moment. Once the warlock book comes out then I'll populate this sheet.
So if you want to find a spell the default state is sorted alphabetically by all spells.
If you want to sort by Class then you need to highlight the range (A to H) and then go to Data, Sort Range and then choose the Class you want followed by Spells. It's not required to sort by spells since there are no duplicate lines in this sheet.
That should allow you to sort the spells you want.
If you have an OSE specific spellcasting class and want your spells here just let me know!
I am also going with some different warlocks than what I had in my Swords & Wizardry Warlock book. So revised invocations and spells in some cases and all new ones in most others.
The goal is, of course, to have a book that works great with Old-School Essentials AND also will work with my witch books and the S&W Warlock book.
To this end, I wanted to make sure I was not repeating myself and built this handy-dandy spreadsheet.
Or this link. https://docs.google.com/spreadsheets/d/1Sd-OQ3l16V35t3ChfwGeu471V_tNWS-7Pww_tjzgRcQ/edit#gid=153289230
You can see the sheet covers the Witch, Witch Ritual, Cleric, Magic-User, Druid, Illusionist, and Warlock spells. The hyperlinks in the sheet go to the various publications the spells are in. They are not affiliate links.
There are no warlock spells in this sheet yet. They are on my version at the moment. Once the warlock book comes out then I'll populate this sheet.
So if you want to find a spell the default state is sorted alphabetically by all spells.
If you want to sort by Class then you need to highlight the range (A to H) and then go to Data, Sort Range and then choose the Class you want followed by Spells. It's not required to sort by spells since there are no duplicate lines in this sheet.
That should allow you to sort the spells you want.
If you have an OSE specific spellcasting class and want your spells here just let me know!
Wednesday, April 1, 2020
Witchy Wednesdays: Motherland Returns, Magicians Retires
I mentioned all the great TV on now. Which is good since we are supposed to Shelter In Place here in Chicago-land until April 30. That, and I already finished watching "Tiger King".
Well, it's Wednesday and that means we get new Magicians and new Motherland: Fort Salem.
Sadly it is also the series finale of Magicians tonight and I have no idea how they are going to wrap this all up.
I think I am going to have to do stats someday for the Magicians characters. Either for Cinematic Unisystem or Night Shift.
I am going to miss the Brakebills kids.
How would Alice, Julia, Kady, and Margo fare at Fort Salem?
Would Raelle, Tally, and Abigail do well at Brakebills?
I am pretty sure that Scylla and Marina would get along. Or kill each other.
Well, it's Wednesday and that means we get new Magicians and new Motherland: Fort Salem.
Sadly it is also the series finale of Magicians tonight and I have no idea how they are going to wrap this all up.
Insert witty and caustic Margo quote here. |
I think I am going to have to do stats someday for the Magicians characters. Either for Cinematic Unisystem or Night Shift.
I am going to miss the Brakebills kids.
How would Alice, Julia, Kady, and Margo fare at Fort Salem?
Would Raelle, Tally, and Abigail do well at Brakebills?
I am pretty sure that Scylla and Marina would get along. Or kill each other.
Tuesday, March 31, 2020
BlackStar: Ghost Ship
A while back I posted this about my "Ghost Ship" adventure:
Ghost Ship. The PCs find a derelict adrift in space and it is full of the ghosts of the dead crew. Originally this was going to be the Enterprise B when I ran it as a pure Trek game. (The Haunting of Hill House, Dreams of the Witch House, the Flying Dutchman)
Some of my ideas I had scribbled down for this, WAYYYY in the early 90s at the Corner Diner in Carbondale, IL (it's closed sadly). Back then this was the Enterprise B before there was a Generations movie and when all I knew it was an Excelsior-class ship.
The trouble I am running into is that I am stealing ideas from this for The Ghost Station of Inverness Five.
I would like to keep this as the crew discovers a ship, preferably one that has significance to them, floating adrift and full of ghosts. So there would be elements of Event Horizon as well.
The big question I have now is this. Should the "ghosts" on the Ghost Ship be really dead or some sort of weird temporal/dimensional accident? I think I have my choice made for me really.
This is BlackStar, not just Star Trek. The crew of the Ghost Ship really are all dead.
The Ghost Ship adventure will be a simple haunted house adventure with a twist; the twist is that the "house" is a star ship.
There is a "Star Trek: Ghost Ship" fan film out there from the "Avalon Universe". What I like about this is that it feels like a nice mix of the TOS style and the Abrams/Kelvin Universe style.
It is a fan film, so don't judge it too harshly, instead, take it in the spirit it was made; the love of Trek.
I will say that Victoria Fox, the Producer, Lt. and then later Commander Amanda Beck, is pretty good. she would later go on to produce, direct, write, and star in Star Trek Demons. Her Trek-street cred is solid. I also think that Victoria Archer (Lt. Cmdr Jamie Archer) must be at least 6' tall (ok she is only 5'9", must be the "go-go" boots).
Part 1:
Part 2:
Of course, no Ghost Ship posting is complete without a nod to the Rime of the Ancient Mariner.
Or the woman still waiting for him on the shores.
Ghost Ship Adventure Related Postings
Ghost Ship. The PCs find a derelict adrift in space and it is full of the ghosts of the dead crew. Originally this was going to be the Enterprise B when I ran it as a pure Trek game. (The Haunting of Hill House, Dreams of the Witch House, the Flying Dutchman)
Some of my ideas I had scribbled down for this, WAYYYY in the early 90s at the Corner Diner in Carbondale, IL (it's closed sadly). Back then this was the Enterprise B before there was a Generations movie and when all I knew it was an Excelsior-class ship.
The trouble I am running into is that I am stealing ideas from this for The Ghost Station of Inverness Five.
I would like to keep this as the crew discovers a ship, preferably one that has significance to them, floating adrift and full of ghosts. So there would be elements of Event Horizon as well.
The big question I have now is this. Should the "ghosts" on the Ghost Ship be really dead or some sort of weird temporal/dimensional accident? I think I have my choice made for me really.
This is BlackStar, not just Star Trek. The crew of the Ghost Ship really are all dead.
Flying Dutchman from the Time-LIFE Water Spirits book. The genesis of the Ghost Ship Adventure |
The Ghost Ship adventure will be a simple haunted house adventure with a twist; the twist is that the "house" is a star ship.
There is a "Star Trek: Ghost Ship" fan film out there from the "Avalon Universe". What I like about this is that it feels like a nice mix of the TOS style and the Abrams/Kelvin Universe style.
It is a fan film, so don't judge it too harshly, instead, take it in the spirit it was made; the love of Trek.
I will say that Victoria Fox, the Producer, Lt. and then later Commander Amanda Beck, is pretty good. she would later go on to produce, direct, write, and star in Star Trek Demons. Her Trek-street cred is solid. I also think that Victoria Archer (Lt. Cmdr Jamie Archer) must be at least 6' tall (ok she is only 5'9", must be the "go-go" boots).
Part 1:
Part 2:
Of course, no Ghost Ship posting is complete without a nod to the Rime of the Ancient Mariner.
Or the woman still waiting for him on the shores.
Ghost Ship Adventure Related Postings
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