que hacer el 14 de febrero

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Feeling magical but also stunky Today, I woke up with a strange mix of emotions. On one hand, I felt a sense of magic in the air, as if something mysterious and amazing was about to happen. On the other hand, there was an unpleasant stench lingering around me, making me feel uneasy. As I went about my morning routine, I couldn't help but notice the conflicting sensations. The feeling of magic was like a spark inside me, filling me with excitement and anticipation. It was as if I had tapped into a hidden source of power, ready to conquer any challenge that came my way.

Delta folk magic

It was as if I had tapped into a hidden source of power, ready to conquer any challenge that came my way. However, the foul odor that accompanied this magical feeling was a constant reminder that not everything was perfect. It dampened my spirits and made me self-conscious, wondering if others noticed the smell as well.

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I think this is the first-ever guest post on this blog. In an online discussion a few weeks back, Landon Schurtz made what I thought was a fascinating comment about the spell list he uses in his low-magic D&D campaign. A problem might arise in determining spells appropriate for that milieu. Solution: Why not use his copious literary skills to find and read up on actual medieval grimoires and see what writers of the time thought was really possible? Notice again how this links to our project of using real-life research to actually simplify the game (three weeks ago); and also to craft a set of wilderness rules to fix the blindspots from original D&D (last two weeks).

Landon Schurtz is a professor of philosophy and a roleplayer for the last thirty-plus years, not in that order. He is currently working on a never-to-be-completed project to build the "perfect" fantasy roleplaying system by cannibalizing pieces and parts from various "old-school" games.

It started with Leomund’s tiny hut.

In AD&D, Leomund’s tiny hut is a very useful spell for adventuring magic-users to learn, as it allows creation of effective shelter when traveling. I’ve played many magic-users in my day, and they all acquired the spell as soon as possible – it just made good sense for a traveling spellcaster to have it. And therein lay the problem.

Even without dealing with the longer-lasting (and thus more effective) versions available in later editions of the game, I quickly became annoyed that Leomund’s tiny hut was too effective – its existence allowed parties to sidestep certain challenges that seemed to me to be integral to the kind of game I was trying to run, which, in this case, was the kind of game where player characters, no matter how high and mighty, could never fully insulate themselves from the basic threats of a pseudo-medieval setting. I wanted travel to be arduous and chancy, food and water to be precious, and so on. In short, I wanted my games to feel more “medieval,” something closer to low fantasy than high.

So it was that several campaigns ago I began going through the spell lists and eliminating certain spells. Those that made travel a non-issue or something very close, like Leomund’s tiny hut and teleport, were the first to go; next followed spells that eliminated the need to think about rations and foraging, such as create food and water; and so on. Eventually, I even eliminated all cure. wounds spells from my game, though I “replaced” them with a different hit point mechanic that rewarded tactical retreat by allowing characters who were not below half hit points to recover fully in just a few minutes.

Though this method was getting good results in general, I still felt I could do a better job of getting a “real medieval feel” for my world, so I took a different approach: I went back to the sources. I conducted a fair bit of research on beliefs about magic in the Middle Ages, starting with scholarly works like Richard Kieckhefer’s indispensible Magic in the Middle Ages and eventually moving on to what proved to be my definitive resources, actual medieval grimoires.

Books like Liber Juratus and Sword of Moses, which date to the 13 th and 10 th centuries, respectively, can be found in digital format at www.esotericarchives.com, a useful resource for anyone looking to inject a little authenticity into their games. I began perusing these and other grimoires in an effort to see what a “real” medieval wizard would have been (thought) capable of, and I was pleasantly surprised to find that many spells in AD&D had “genuine” parallels – the Sword of Moses purports to hold the secrets of how to cast spells that would equate to protection from fire, silence, and blindness, and Liber Juratus describes incantations that could credibly be translated in game terms as telekinesis, phantom steed, and even Drawmij’s instant summons!

Using these, I was able to construct spells lists that I feel have a real “medieval” flavor. Magic-users still have considerable power, though they have much-reduced capacity to deal direct damage. Gone are high-fantasy staples like magic missile and fireball, but in their place, wizards gain many abilities previously restricted to illusionists, clerics, and even druids. I have divided the spells into four categories: thaumaturgy, which I take to be the “default” sort of magic employed by magic-users; elven magic, which, as the name implies, is the kind of magic employed by elven spell-casters and rarely taught to outsiders (I haven’t decided whether elves can also use thaumaturgy or are restricted to elven magic alone); black magic, which encompasses most “evil” magic; and white magic, wherein one finds the spells of binding and banishing extraplanar creatures. Except for the division between elven magic and everything else, this choice was made more for organizational purposes – I originally included white and black magic on the main thaumaturgy list, though perhaps a DM might allow for certain villains to have access to black magic only, thanks to, say, a demonic pact.

A few notes:

I do not use clerics or druids in my games, nor illusionists, now that I have this new spell list. The thaumaturgy list has many spells that were once the province of one of those three classes.

The vast majority of spells are taken from the PHB and UA, while a few (mostly in the elven magic section) come from Oriental Adventures, which has a wide selection of “elemental” spells. The various “undead production” spells come from the description of the Death Master class, in Dragon magazine; for DMs who would prefer to just use animate dead, the switch could easily be made.

All spells function as described in the books except cure disease – in this system, a different cure [disease] spell is needed for each ailment.

Using these, I was able to construct spells lists that I feel have a real “medieval” flavor. Magic-users still have considerable power, though they have much-reduced capacity to deal direct damage. Gone are high-fantasy staples like magic missile and fireball, but in their place, wizards gain many abilities previously restricted to illusionists, clerics, and even druids. I have divided the spells into four categories: thaumaturgy, which I take to be the “default” sort of magic employed by magic-users; elven magic, which, as the name implies, is the kind of magic employed by elven spell-casters and rarely taught to outsiders (I haven’t decided whether elves can also use thaumaturgy or are restricted to elven magic alone); black magic, which encompasses most “evil” magic; and white magic, wherein one finds the spells of binding and banishing extraplanar creatures. Except for the division between elven magic and everything else, this choice was made more for organizational purposes – I originally included white and black magic on the main thaumaturgy list, though perhaps a DM might allow for certain villains to have access to black magic only, thanks to, say, a demonic pact.
Que hacer el 14 de febrero

It was a reminder that life is not always glamorous, and sometimes we have to deal with unpleasant things even in the midst of something magical. Throughout the day, these two conflicting feelings persisted. As I interacted with others, I tried to focus on the magic within me, letting it guide my actions and decisions. I reminded myself that despite the stench, I had the ability to make a positive impact and leave a lasting impression on those I encountered. By embracing the magic and not letting the stink hold me back, I was able to make the most of the day. Opportunities presented themselves, and I felt a sense of fulfillment as I overcame obstacles and achieved small victories. It was a reminder that sometimes, even in the midst of unpleasantness, we can find beauty and triumph. As the day drew to a close, I couldn't help but reflect on the odd combination of magical feelings and foul odor. It made me realize that life is full of contradictions and challenges. We may encounter moments of awe and wonder, only to be brought back down to earth by unpleasant realities. However, it is crucial to remember that even in the stinkiest of situations, we have the power to embrace the magic within us and rise above the unpleasantness. We can create our own sense of wonder and make each day truly magical, despite the circumstances. So, as the sun sets and a new day dawns, I will carry both the feeling of magic and the reminder of the stinky moments with me. I will strive to find the enchantment in everyday life and spread positivity wherever I go. Because in the end, it is our ability to embrace both the magical and stinky aspects of life that truly makes us human..

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que hacer el 14 de febrero

que hacer el 14 de febrero