Sunday, November 19, 2017

Eldritch Progress

The penultimate volume for the Avremier 0e project is progressing toward publication. It is easily the most challenging supplement to-date, for a number of reasons.

The Arcanaflow magic "system" is being introduced and detailed for the first time in print. It hasn't been playtested in the strictest sense and will undoubtedly be targeted for criticism. That's okay. Arcanaflow casting is an option for the setting and might not suit everyone's style of play.

Along with the "new" magic rules come two "new" magic-user PC classes. Both treat Flowcasting in different ways and both are doubtlessly overpowered. Again, neither has really been playtested in depth. Honestly, I just really like arcane magic and enjoy tinkering with the entire concept within a fantasy setting. Future development might see significant changes to Flowcasting and those that utilize it. Or, we may just go renegade with it all.

For now, let's leave this entry with a partial list from the book itself.



GETTING SPELLS TO MAGIC-USERS:

During the course of the game, there  may not be many opportunities to consult selected tomes from a magical library for new spells. Even scrolls might be precious and few, or simply not of sufficient variety. An adventuring magic-user in search of new or replacement spells may have to stay sharp and take opportunities as they come. What follows are (D20?) suggestions for giving magic-users the chance to discover additional spells while “on the job.”
1.     Loose spellbook pages found with other treasure or the remains of a deceased adventurer.
2.     One or more spells scrawled by some mad wizard on a dungeon wall, door, or other surface.
3.     Pages of a spellbook used to line a monster’s nest or bedding.
4.     Spellbook used by some ignorant rube as a journal or notebook. Some spells have been ruined, but a few remain.
5.     The last great spell researched by some (in)famous wizard beautifully engraved upon the lid of his/her sarcophagus, in memoriam.
6.     Scrolls given as rewards by employers or patrons.
7.     Triggering ancient glyphs cause a spell to 'leap' into the closest wizard's mind, filling an equal spell slot (shunting another spell out if no empty slot is available). Must be scribed to avoid loss when cast.
8.     Trading with monsters or NPCs for spellbooks that they don’t understand or want.
9.     Malfunctioning magic item (such as a Ring of Spell Storing or Staff of Wizardry) discharges a spell directly into the user’s mind. The only way to release the spell is to scribe it.
10.  Imprisoned wizard has been blinded to prevent the use of the one or two spells tattooed onto his body.