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Jeremiah Robert McCoy Posts

Researching New Spells

So, this is my core system for researching spells. To say this could use some feedback is an understatement. Researching spells is something I want rules for, and sometimes you just have to write them yourself. It also forced me to look at the structure of Wizard spells in 5th Edition more closely.  These rules are assuming there are more restrictions on learning new spells than are currently in place in D&D, but they should work fine with the current system, as well.  With all that preamble out of the way…

 

New Spells for new Spell Books

So, first let me welcome you to my new..ish blog address. I moved everything over to jeremiahmccoy.com because I felt like that was a good way to consolidate my online presence. I owned the rights to the domain but had not been using it as much as I should. I also have more control over the site than the one on the free WordPress hosting. I will be doing all my future blog postings here, and I have moved all my past content here, as well. I hope you like the new digs.

 

That bit of business out of the way, let me show you some of what I have been working on of late. I talked a lot about spell books on my blog and different ways to handle them in your game. I figured if I was going to be talking about spell books, I should also write some spells to go in those books. Here are a few spells inspired by those books from previous posts. These are works in progress, and when I eventually publish my pdf on spell books, I may revise these. I am definitely looking for feedback. I should add the proviso, these are designed with the notion that learning new spells is not quite as easy as is presented in the 5th edition players handbook. These are meant to be rare or uncommon spells and might be a substitute for other rare or uncommon spells found in the world.

Mass Effect Andromeda Review

So, I “beat” Mass Effect Andromeda, which is to say, after 95 hours of play (in a week and half), I faced the climactic battle against the big bad. I still have some unresolved missions, but it lets you resolve them after that. I could have had the fight much sooner, and still gone on and done the other things. It would have made sense. “You saved the cluster, but there is still work to do” is a theme after the action. That kind of sums up the game in general. Exploring and building is the job, saving the galaxy is something you had to do along the way.

Stealing the Guild

Consider the thieves’ guild.

The thieves’ guild is an odd artifact of fantasy games. Once you accept that a hero can be a thief, you begin finding ways for the thief to belong to the world. Wizards have colleges and councils. Fighters become knights, become lords, and even become kings, ruling by this ax. Clerics have their religious hierarchies. The choirs of angels have nothing on the politics of churches. Thieves, though, are inherently outsiders. They prey upon the world. Yes, Hobbits get led astray by dirty road dwarves into being burglars, but that is not quite the same thing. A thief is more than just someone who sneaks around. Thieves’ have their own subculture. In fantasy games, it is called a guild.

Actual Books

Sorry for the delay on this. I had a death in the family, and that took a lot of the steam out of me. I hope to get back to writing more regularly.  Ironically, I attended the panel which inspired this with the family member who died. He was on my mind a lot while writing it.

 

In my series about spell books, it occurred to me I had not addressed books in general. It is easy to assume everyone is on the same page with regards the subject of books. That said, not everyone really looks into the history of the book as an object and a technology.