Another element of lost magic came our way, this time from Denver Edwards. This one has more of a metamagic element to it, which you might embrace in your game as is or soften through the use of more story elements. If you’re the GM, ask the player to describe how the caster’s knowledge of this ancient lore plays out in the mind’s eye during casting, for example, which can help you build more lush world detail into your game, plus personalize that character’s casting style and define what others see when this character casts spells.
School evocation; Level bard 3, sorcerer/wizard 3, witch 3 Casting Time 1 swift action Components V Range personal Target you Duration instant
By pronouncing an ancient syllable first spoken at the dawn of creation, you instantly know the optimal way to modify your next spell in a way you desire.
You can add any one metamagic feat (you do not need to know the feat) of your choice to the next spell you cast before the beginning of your next turn without increasing the spell level or casting time, so long as the total modified spell level of the spell is not above a level you can normally cast.
The list of metamagic feats you can choose from is based on your caster level. At 5th level, you can select metamagic feats with a +1 spell level modifier. Every four caster levels, the spell level modifier of the metamagic feat you can choose from increases by 1 (+2 at 9th, +3 at 13th, to a maximum of +4 at 17th).
At 17th level, if you select Quicken Spell to modify a spell, you can cast that spell as a free action if it is cast before the beginning of your next turn.
“Know, O prince, that between the years when the oceans drank Atlantis and the gleaming cities, and the years of the rise of the Sons of Aryas, there was an Age undreamed of, when shining kingdoms lay spread across the world like blue mantles beneath the stars…” —Robert E. Howard, “The Phoenix on the Sword”
Well met, intrepid reader! If you’ve seen my other work for Kobold Press, there’s no hiding the fact that Weird Tales and the writing of Robert E. Howard have been a huge influence on my lifetime of gaming. So, I wanted to honor Howard by briefly studying the most cohesive world he ever built—the world of Conan the Barbarian.
Howard termed Conan’s time “The Hyborian Age.” And its place was the prehistoric realms of Hyboria and the outlying “savage” lands. The map of the Hyborian Age isn’t too dissimilar from what we imagine the pre-cataclysmic continent of a unified Europe/Asia/Africa to look like. It’s a time of young civilizations and forgotten kingdoms—a time of high adventure! Thus, the Hyborian Age becomes one of the best playgrounds imaginable when it comes to tabletop roleplaying. There have been many notable adaptations throughout the years of the Conan mythology for pen and paper RPGs. And the Cimmerian’s influence is no stranger to the core concepts of D&D itself—heroic adventure in the face of thrilling adversities, among them.
The clapping of hands to a folksy rhythm, the dance-inspiring thump of goatskin tambourines, the high reedy long notes produced by conical horns carved of apricot wood—these are just some of the sounds of the Southlands.
Like a magic carpet, music is interwoven into the fabric of the region’s life and culture.
Instrumentalists and storytellers of renown attend great annual festivals, entertaining thousands.
In street-corner cafes, a lightly strummed oud accompanies a mid-day mint tea.
Children are taught in family gatherings of the traditional musical poetry and accompanying dances to celebrate each season of the agricultural calendar.
Not everything a person gives you is benign, but then again, not everything someone gives you is tricksy! Today’s column honors the practice of venturing forth to gain candy while dressed up in costume. Or simply celebrating the day of the dead! The duration of some of the effects can vary as the GM wishes. You can roll randomly for a result below, or use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
School divination (scrying); Level druid 1, ranger 1 Casting Time 1 standard action Components V, S, F (handful of earth) Range see text Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes
To cast this spell, you must have placed a handful of earth upon the creature you wish to track. Druids often attach small bags with earth to creatures they wish to protect or keep an eye on, and rangers may slip it in pouches or inside boots, usually without the target noticing.
When you cast this spell, magical tracks appear on the ground that can clearly be distinguished only by its caster. Depending on your preference, the tracks may appear as a silver thread, a golden footprint, burning marks upon the earth, or your own design. The magical tracks remain visible for the duration of this spell. If the target is reduced to 0 or fewer hit points, its tracks disappears.