Six Spells
W. F. Smith W. F. Smith

Six Spells

Six spells all involving the magic word “fuck”.

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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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Slush Magic
W. F. Smith W. F. Smith

Slush Magic

Ten Thousand Random Spells and How to Cast Them (in roleplaying games, of course).

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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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Wizard Diss Tracks
W. F. Smith W. F. Smith

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.

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We Live Again
W. F. Smith W. F. Smith

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?)

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Potion Clues
W. F. Smith W. F. Smith

Potion Clues

Advice for identifying the potions you find in dungeons, ideally before quaffing them.

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Spell Lists Are Not Magical
W. F. Smith W. F. Smith

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.

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