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.
Slush Magic
Ten Thousand Random Spells and How to Cast Them (in roleplaying games, of course).
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.
Familiars: A Witch’s Best Friend
Rules for familiars when a magical black cat simply isn't weird enough for you.
Wizard Diss Tracks
Wizards are petty creatures, prone to getting into arcane beefs with their fellows. I present rules for wizards researching diss spells to further their beefs along with a d66 random table for origins of the beefs between wizards.
We Live Again
Rules for resurrection, soul transference, reincarnation, and cloning (in roleplaying games. If I knew how in real life, would I really be spending my time pretending to be an elf?)
Wizards Playing Telephone
Using a strange spell as a jumping off point for stranger worldbuilding.
Potion Clues
Advice for identifying the potions you find in dungeons, ideally before quaffing them.
My Weird Wizard Show
Soft-boiled rules for casting spells that is fast, flexible and fascinating.
Spell Lists Are Not Magical
Why do magic-users pick spells like they are ordering from a menu? An evaluation for alternate systems of picking spells to evoke the awe and wonder befitting magic.
Spelling Errors: A Magic Miscast Alternative
When a magic-user flubs a spell, they mix up a few letters but the magic remains. Thus does a Charm Person spell become a Harm Person spell. Oops.