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Blood of the Gods Groups

Circe Invidiosa by John William WaterhouseUntil Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look…

The Divine Right

In society, it is often the case that there is a ruling class, a normal class, and… well, a low class. Some individuals out there believe that they have a higher purpose in the world. Literally descended from the gods of the world (which faction depends on the setting of the campaign and their place in it), the Divine Right seek to supplant secular rule with religious. In the case of the gods of good being the focus, this is the creation of a church-run state with the godlings at the helm. If it’s a group of evil deities instead, well, it’s pretty much the same thing, but with more blood sacrifices and religious overtones to the evil state. Neutral godlings mostly avoid this sort of thing because they’re more likely to seek harmony and cooperation than outright conquest and rule, but it does happen from time to time, particularly if they feel they have no other options.

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Erratic Thaumaturgy

John William Waterhouse - The Crystal BallLast year around this time, blog reader Ryan Lockard submitted this spell for AD&D 2nd Edition that he wanted to share with the world at large. Let’s see if we can workshop it here on the blog and see if we can also bring it into Pathfinder or any other system that you’d care to see (in the comments). Thanks go to Ryan for sharing this with us and for giving us an opportunity to play with it, and thanks in advance to any who provide commentary below!

Erratic Thaumaturgy (Wild Magic, All Schools)

Range: 0
Components: V,S
Duration: Special
Casting Time: 2
Area of Effect: The caster
Saving Throw: Special

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Words of Power Groups

ScrollUntil Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look…

The Librarians of Nashudal

Nashudal is an ancient enclave where magic-users have gathered to collect lore and pool their intellect together in the search for ever-greater understanding. Naturally, most of its members believe that words are the most powerful tools of all—whether written down or spoken. When casting their own magic, they’re very likely to use Words of Power before any other type of spell, but they’re just as qualified to read ancient scripts as part of uncovering knowledge and adding it to the collective wisdom of the group. Their services aren’t particularly cheap, but many wealthy patrons have taken to hiring a librarian or two when sending a team to explore ruins. The fact that they literally work in a library also helps teach the members control of their power so they never use Words of Power by mistake.

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Time Magic Groups

John William Waterhouse

The Clock-Watchers

Time magic is widely regarded as one of the most dangerous and unpredictable forms of magic, especially if it gets out of hand. It’s one thing to dispel a blighted area or fling fire into the faces of your foes; it’s quite another to try and rewrite history on a regular basis to suit your whims, and it only gets worse when multiple time spells are cast against each other. The Clock-Watchers work to prevent damage to time itself by opposing the misuse of time-affecting spells and protecting the timestream from harm. The Clock-Watchers have a particularly good relationship with the Bythos-type Aeon Outsiders, and the two are often found working together in pursuit of their shared goals.

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Mountain Druid Magic Groups

18th-century engraving reproducing a bas-relief found at Autun, France, depicting "two druids"Until Deep Magic comes out, James Eder continues to provide us with groups and more to help satisfy our craving for magic. Take a look…

The Solitary Ones

Only a group in the broader sense of the term, the Solitary Ones are a loose collection of patient and thoughtful mountain druids who seek to better commune with the land by getting far away from other people. However, there are few lands that don’t have at least a few inhabitants, so the members of this group have (grudgingly) agreed to meet on occasion and share the things they’ve learned about their area. The biggest goal of the group is finding new areas for druids to live, since many of them prefer to have no company while wandering freely across the land. Though they prefer to be alone, they’re not averse to guiding travelers away from danger and back toward civilization. Thoughtful travelers generally give a token of appreciation for the service; it’s not necessary, but the Solitary Ones really do like information about the world around them, especially if it will impact their learning.

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