Divine Magic Works in Mysterious Ways
W. F. Smith W. F. Smith

Divine Magic Works in Mysterious Ways

I’ve spilt so much digital ink about making a wizard’s magic feel more arcane, but now it is time to think about how to make a cleric’s magic feel more divine.

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Control Weather Should Not Be a Spell
W. F. Smith W. F. Smith

Control Weather Should Not Be a Spell

Control Weather is a cop-out of a spell, combining what should be many different magic effects into a single spell that is high level and accordingly puts a very interesting field of magic out of reach for most of the campaign.

In addition to my lament, I present a new character class: the Tempestarius.

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Being a Vampire Doesn't Suck
W. F. Smith W. F. Smith

Being a Vampire Doesn't Suck

The world is a vampire, set to drai-ai-ai-ain, and now so can your player character! A complete guide to playing a vampire, including unique vampire powers and weaknesses and a random table of vampire-hunters.

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Playing as a Ghost
W. F. Smith W. F. Smith

Playing as a Ghost

Rules for and commentary on playing as a temporary ghost character after a player character meets their bitter end in the dungeon.

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In Defense of Ability Scores
W. F. Smith W. F. Smith

In Defense of Ability Scores

Ability scores have become vestigial in modern corporate D&D and Pathfinder, but there is a different D&D lineage where they are evolving into an elegant mechanic.

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Druidic Depravity
W. F. Smith W. F. Smith

Druidic Depravity

Druids can be evil too. Some advice on eschewing tropes and adding druidic antagonists into your next game.

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In Defense of 3d6
W. F. Smith W. F. Smith

In Defense of 3d6

3d6-in-order is a somewhat maligned method for generating stats, but there is a place for it. Beware: very unscientific survey contained herein!

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Anti Canon Ancestry
W. F. Smith W. F. Smith

Anti Canon Ancestry

How Prismatic Wastelands handles “race.” A character’s ancestry doesn’t define them. Instead, the player helps define the world through their character’s ancestry.

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