October 16, 2017

Elemental Spells - Fire and Other

Spells

Very soon, we'll be releasing a new a new base class -- the Shugenja -- which is a eastern-inspired, scroll-based caster focusing on elemental magic. Like all of our new classes, the shugenja is released entirely under the OGL, which means we needed to create a lot of new and unique spells to really enhance the elemental options provided in core. We didn't use anything from outside the SRD (including the Elemental Evil Player's Companion) and we didn't expand things that were covered exceptionally well in Core (fire spells, for example), but we did seek to add as many interesting spell options to their arsenal as possible.

Elemental Spells

Two of the four classical elements, Earth and Fire, are super easy to write for, since they're powerful, concrete, and evocative. The other two elements, Wind and Water, are ethereal and changeable; difficult to pin-down or picture in your mind. For that reason, elements always see very lopsided representation in D&D -- think about how often you see a pyromancer versus an aeromancer or aquamancer, for example.

This extends to the types of elemental spells presented in the SRD as well. There are abundant options for fire spells at every level, but finding an actual wind or water spell is next to impossible, which is further compounded by the fact that spells in the SRD aren't really designed with elements in mind. Where do you put a spell like sleet storm -- water or wind?

Our hope is to redress this balance with the shugenja. With a more balanced elemental spell list, you can really dig your heels into one element or another, or just enjoy a greater variety as you switch between them.

October 13, 2017

Elemental Spells - Water

Spells

Very soon, we'll be releasing a new a new base class -- the Shugenja -- which is a eastern-inspired, scroll-based caster focusing on elemental magic. Like all of our new classes, the shugenja is released entirely under the OGL, which means we needed to create a lot of new and unique spells to really enhance the elemental options provided in core. We didn't use anything from outside the SRD (including the Elemental Evil Player's Companion) and we didn't expand things that were covered exceptionally well in Core (fire spells, for example), but we did seek to add as many interesting spell options to their arsenal as possible.

Elemental Spells

Two of the four classical elements, Earth and Fire, are super easy to write for, since they're powerful, concrete, and evocative. The other two elements, Wind and Water, are ethereal and changeable; difficult to pin-down or picture in your mind. For that reason, elements always see very lopsided representation in D&D -- think about how often you see a pyromancer versus an aeromancer or aquamancer, for example.

This extends to the types of elemental spells presented in the SRD as well. There are abundant options for fire spells at every level, but finding an actual wind or water spell is next to impossible, which is further compounded by the fact that spells in the SRD aren't really designed with elements in mind. Where do you put a spell like sleet storm -- water or wind?

Our hope is to redress this balance with the shugenja. With a more balanced elemental spell list, you can really dig your heels into one element or another, or just enjoy a greater variety as you switch between them.

October 9, 2017

Elemental Spells - Wind

Spells

Very soon, we'll be releasing a new a new base class -- the Shugenja -- which is a eastern-inspired, scroll-based caster focusing on elemental magic. Like all of our new classes, the shugenja is released entirely under the OGL, which means we needed to create a lot of new and unique spells to really enhance the elemental options provided in core. We didn't use anything from outside the SRD (including the Elemental Evil Player's Companion) and we didn't expand things that were covered exceptionally well in Core (fire spells, for example), but we did seek to add as many interesting spell options to their arsenal as possible.

Elemental Spells

Two of the four classical elements, Earth and Fire, are super easy to write for, since they're powerful, concrete, and evocative. The other two elements, Wind and Water, are ethereal and changeable; difficult to pin-down or picture in your mind. For that reason, elements always see very lopsided representation in D&D -- think about how often you see a pyromancer versus an aeromancer or aquamancer, for example.

This extends to the types of elemental spells presented in the SRD as well. There are abundant options for fire spells at every level, but finding an actual wind or water spell is next to impossible, which is further compounded by the fact that spells in the SRD aren't really designed with elements in mind. Where do you put a spell like sleet storm -- water or wind?

Our hope is to redress this balance with the shugenja. With a more balanced elemental spell list, you can really dig your heels into one element or another, or just enjoy a greater variety as you switch between them.

October 8, 2017

Elemental Spells - Earth

Spells

Very soon, we'll be releasing a new a new base class -- the Shugenja -- which is a eastern-inspired, scroll-based caster focusing on elemental magic. Like all of our new classes, the shugenja is released entirely under the OGL, which means we needed to create a lot of new and unique spells to really enhance the elemental options provided in core. We didn't use anything from outside the SRD (including the Elemental Evil Player's Companion) and we didn't expand things that were covered exceptionally well in Core (fire spells, for example), but we did seek to add as many interesting spell options to their arsenal as possible.

Elemental Spells

Two of the four classical elements, Earth and Fire, are super easy to write for, since they're powerful, concrete, and evocative. The other two elements, Wind and Water, are ethereal and changeable; difficult to pin-down or picture in your mind. For that reason, elements always see very lopsided representation in D&D -- think about how often you see a pyromancer versus an aeromancer or aquamancer, for example.

This extends to the types of elemental spells presented in the SRD as well. There are abundant options for fire spells at every level, but finding an actual wind or water spell is next to impossible, which is further compounded by the fact that spells in the SRD aren't really designed with elements in mind. Where do you put a spell like sleet storm -- water or wind?

Our hope is to redress this balance with the shugenja. With a more balanced elemental spell list, you can really dig your heels into one element or another, or just enjoy a greater variety as you switch between them.

October 6, 2017

Circle of Drums

Druid Circle
Notes from the Nails: peace out, man.

Circle of Drums

The Circle of Drums is a druidic circle focused on sharing, community and the group consciousness. They gather in impromptu groups to sing, chant and play drums in an entirely improvised performance -- in many cases the druids will sit in a literal circle while they do so. Through their drumming, the druids aim to connect with each other on a spiritual level, finding a 'groove' that exists within the gestalt consciousness of the circle. Drum Circle druids believe that this groove is a musical representation of the power of nature and that by experiencing it, they are able to commune directly with the spirits of the earth.

October 4, 2017

d100 Adventures in Dark Matter

This month on patreon we released our biggest book by far, a full sci-fi conversion and campaign setting called Dark Matter. This book is 118 pages of awesomeness, full of new races, classes, star ships, and worldbuilding. We love this setting, and we've spent so much time writing it, that we couldn't help thinking about adventures the adventures we'd run in this setting in our home games.

Find Dark Matter here!

Join our Patreon here!

Here's a d100 table to get your very own Dark Matter campaign started: