The Misunderstood Art of Necromancy

Yes, I’m saying that Necromancy – the arcane art that brings dead things to life – is misunderstood. “Isn’t it evil? Isn’t it vile? Isn’t it disgusting?” Um. Well, it certainly can be. But I would argue that it can also be amazingly effective at treating health concerns that are not being handled well through…

That Healing Feeling

The whole discussion about potions and other applications of magic, especially oils and poultices, got me thinking about the different ways that different magical theories might approach healing. Let’s look at three different disciplines today: Life Magic, Necromancy, and Divine Magic. (I’ll talk more about Life Magic and Necromancy in other posts down the line…)…

Fluid Philosophies of Magic

Obviously I’m stuck on this in some weird way, so I figured it was time to just write it out and figure out how various disciplines of magic create potions. This may be Mazes & Perils specific but more likely it’s just my own view on this – so take it for what it’s worth. There…

Divine Magicks in the Temple of the Earthen Father

As we prepare to release The Brigade, an adventure for Mazes & Perils, I had to review the text for a religion I had created a while back called the Temple of the Earthen Father. There’s an appendix in the module that details it to some degree, but I began considering it from a more extreme…

Strange Magicks: First Shot at the Alchemist Class

A couple of weeks ago I offered a look at the Runic Wizard – a possible new class for the OSR-themed Mazes & Perils game. Now I’d like to talk a bit about the Alchemist, which may be premature but I am going to give it a stab anyway. The Alchemist We all know those people…

Strange Wizardry: Four Accidents

As I was writing up last week’s post about the monsters created through alchemical experimentation, my mind wouldn’t stop wondering about some of the other weird accidents that might occur during wizardry. So I came up with a few… Don’t Inhale! The warehouse at the old school of wizardry didn’t fare too well after Arqor…

Strange Alchemy: Creating potions and scrolls

In the Mazes & Perils books, we offer a list of various potions and scrolls your characters may find on their many adventures. But we don’t really talk about how those potions or scrolls get created… In the old Moebius Adventures system we were skills-based and a character could practice more than one type of…

Slow magicks – Runic Wizardry

There are fast spells, which have effects that spring into the world quickly to do their deeds (like Fireball), and then there are slow spells, which linger or wait for some condition to be met before releasing their power. Runic Wizardry is the latter. For this style of magick, an ancient alphabet is used. Many…

Lesser magicks and Greater magicks

Long ago and far away, there was the Moebius Adventures Roleplaying Game. This goes back even farther than the Moebius Adventures Core Rules book that came out in 2007 and launches us all the way back to the mid-1990s. This was the time of The Age of Phaedrus and a golden age for reinventing the wheel. Though little of…

What makes a good spell?

Magic is such an intrinsic part of much of the fantasy genre that I decided to pull together a few thoughts on what it is that makes a spell a spell. Though most of what I’ve been writing is aimed at Mazes & Perils these days, I usually play 5e or 4e D&D with my main…

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