Saturday, December 19, 2020

Aquilus Spell & Magic Item Name Generator


As a follow-up to a post that included a character class name generator for my setting Aquilus, the generator below proposes names of spells and magic items. The first result generates a spell, determined by pairing an adjective (and occasional noun) followed by a spell effect. The second generates a magic item, combining the name of an object (noun), followed by an adjective, then effect.

I prefer creating flavorful names prior to writing classes, factions, encounters, beasts, landmarks, oddities, backstory, even titles of projects. One of my forthcoming publications in 2021 will be a zine of spells and magic items, using this generator as the catalyst for ideas. 



Saturday, December 12, 2020

Styles of Magic


Recently, I published a post previewing material that will appear in Aquilus Issue #2, focusing on magic and spellcasting academies found throughout the city of Halgarth. The post included a random table that generated flavorful (and often absurd) names for these establishments. The follow-up table below generates styles of magic that are taught, along with requirements to cast the spells (whether they be verbal, somatic, material, etc). 

I'm currently working on a zine of magic spells for release in 2021 and hope to expand upon these tables, using the results as inspiration for spell names, effects, etc. I've written previously about utilizing language to trigger ideas, and favor this approach as a framework for most of my writing—firstly, come up with the name of something you might find in your imagined world, then determine its properties.


(d12) Roll 2 times and combine:

d12 Style of magic taught... It's requirements...
 1. Focuses on infernal power.           Knowing the true name of the target.
 2. Focuses on singing. Avoiding any contact with the target.
 3. Focuses on the fabric of space.  Only certain bloodlines can use this magic. 
 4. Focuses on sound and metal.
Dancing whilst making highly specific hand-signs.
 5. Focuses on mind-control.
Poems written in a language the caster invents.
 6. Focuses on shape-shifting.
Various internal organs of the recently dead.
 7. Focuses on gold and gems.
Solving mathematical calculations.
 8. Focuses on microbial life.  Adjusting the gears of small, complex mechanisms.
 9. Focuses on gravity.
Heightened emotions. 
 10. Focuses on astral matter.
Wearing a special mystical outfit.
 11. Focuses on ancient texts.
Making bargains with non-human entities. 
 12.    Focuses on death energy.
Being aligned with the collective consciousness of plants.

Tuesday, December 1, 2020

Faceless Drifter


This is a new creature called a Faceless Drifter, which I've written for my upcoming point-crawl Night Land. Amongst eight new creatures for the setting, this is most humanoid, the others being far more abstract and counter-intuitive in terms of how they're physically embodied. I'll release a few more in the coming weeks.

Faceless  Drifter
Abomination. Lurking. Heartbroken. Mindless.  
AC 6 [13], HD 1+2*, HP 6, ATT 1 x bite (1d4) or scream (special), THACO [18] +1, MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Chaotic, XP 19, NA 3, TT None

Hairless humanoids, sexless, gaunt, rubbery skin. Roam in groups of three, moving incredibly fast. No facial features, other than a mouth with razor-sharp teeth. Sound like a death rattle, smell like crude oil. Speak, but limited intelligence of their own, merely able to mimic what it has heard before, mainly with a vocabulary of indecent language. 

Originally, these creatures were genetically constructed by Void Engineers, designed to be workers that could be commanded mentally. They are now mindless shells, which mysteriously reproduce with another, living in hidden colonies throughout Night Land, leaderless, without allies. Unloved, pitied remnants of a failed experiment, who now merely wander and observe, driven by a past, brief, but traumatic connection to people. 

Special: Once per 3 rounds, can unleash a frightening, soul-destroying screech as an attack with 30' range, victims must save vs paralysis or be immobilized with fear, unable to attack for 1d2 rounds; immune to mind-affecting spells.