Showing posts with label spells. Show all posts
Showing posts with label spells. Show all posts

Saturday, May 13, 2023

Clerical Healing is the Best Healing

 

So the party is heading to a dungeon (taking several sessions to do so), and they leave Shire's End, the last settlement of the southern portion of the kingdom and head into the Grass Wilderlands of the South. 


NPC (non-precious) teen healing god cleric Evador is down in the dumps a bit, having gotten a bit wine tipsy the night before in Montigar Silverglen's tower, and unsuccessfully trying to seduce the almost 300 year old elvish legend. 

Evador grew up a rich girl in Tanmoor (her last name is "Del Tanmoor," and if you have "Tanmoor" in your last name you are from old money), had a year or so at the university studying literature, but discovered the religion of Billick the Healing god and joined the order not long ago. She has chosen to be on the "Blue Heart on the Red Path," which essentially means she is on an adventure quest where she might need to spill blood, maybe her own, to get quick higher status at Billicks great cathedral. Her chosen quest is to investigate the old "Meadowlands Dungeon" south of the kingdom. She is a lovely, tall, but physically awkward (DX 8) 19-year-old (in the last game she missed several attacks in a row on a giant ant).



Evador's troubles are very much compounded while on the road to the mining town near the dungeon area, when a Peryton attacks from the blue. It hits her hard, and she is down for the count and immediately going into Death Save mode. 

The party wins the day and destroys the beast, but Evador is badly hurt. She is one failed save away from death, but Ruvan the young sorcerer from the Riverlands, happens to have healing. I decide Evador is still going to be out for a while, but she is at least saved. 

My first little Roll20 campaign about 3 years ago involved T's elvish bard Xanthia, and she remembered the 20-something Billick cleric "Afina of Mercy" who was encountered on her own Red Path to the same mining town near the dungeon to set up a mini-temple to Billick. So, they haul her into the town and to the small temple that is now a wood building among a lot of tent cabins. 

Afina is encountered locking the building and heading out to dinner. When not clericing in the little temple, she likes to dress in the height of current upper class young person Tanmoor fashion (Billick seems to attract young city girls of wealth to the religion), even though the city is almost 200 miles away. 

Blue is the color of healing in my world

Afina has been successful in the few months since she last saw Xanthia the Bard. Though there is a small tent cabin temple of the fighter god "Diamonnis", the cleric there will only heal those injured in conflict, so Afina has seen a lot of donations from injured mine workers and town maintenance people. Her Red Path has been completed. She is officially high priestess of her own recognized temple (though she is only like 5th level).

So Afina inspects Evadors terrible claw/impact wounds. And there is the focus of this post. 

I don't know where it came from, but on the spot I got hit by a bolt from the blue. In my decades of running games, I never differentiated between styles of healing. Healing was healing. But for some reason I improvised some dialogue from the somewhat serious young cleric Afina. 

"These wounds. Who healed them (Ruvan the sorcerer had healed Evador for 9 points)? Certainly not a cleric much less a Billick cleric. So jagged and sloppy." She eyed Ruvan...


"Was this you?" Afina said. "Are you a sorcerer? 

"What of it?" replied the young caster.

"Well, I suppose you saved her life. We can be grateful for that. But she could be left with terrible scarring. But she still needs more healing, and I think with the blessing of merciful Billick I can help the scars be a minimum."

That was it. Out of the blue after a lifetime of the game I decided that there is different types of healing skill. Billick is one of the first gods I created for the setting as a kid, and over the years I often let Billick clerics have anywhere from a +1 to +1-4 to their heals. But now it is part of my world that you can tell by the leftover wounds and scars if somebody focused on heals did the deed. A sorcerer's heal would be just about saving the life. But a Billick cleric, or most clerics, would be about overall healing which would include a reduction of scarring. 




A very minor thing to be sure, but it's kind of fascinating to me that a DM can just add and alter his world with a whim based on a certain situation long after the world is established. Instant creativity that is unique to rpg's. Man, I love winging it. Even if it's for my own fun.



And at the same time I decided that a cleric of a war god won't heal a non-combat violence wound. 



Of course, clerics of different deities having different affects is nothing new. But for my setting I will be keeping an eye on clerics to seek out little ways to add flavor to them. To differentiate them with the Rule of Cool.  

Cheers.


Sunday, May 9, 2021

Favorite board game obsessions of recent years part 3 - Epic Spell Wars of The Battle Wizards

 Epic Spell Wars is a series of boxed sets based around the concept of spell casters, seemingly straight out of the pages of 70's and 80's underground comics, who formulate powerful and devastating spells created from three different components. 

My set is Dual at Mt. Skullzfyre. There is no board per se. But there is a nifty standee...


In this set the standee doesn't really do anything other than inspire. But some other editions include a rule about controlling the standee that gives it a bit of purpose. 

Much like King of Tokyo, the characters are nothing other than art. They all have only one attribute: hit points. 


Every round the players fill up to a certain amount of cards in hand. They then go about crafting their three part spell. Initiative is based upon a number in a little red circle on the Delivery card. Spells are made up of three card types that come in an exact order; Source, Quality, and Delivery. 



Source and Quality will usually include some affect, most often damage, and the Delivery is almost always a table to roll on to see what main damage you inflict with the spell. Each card has an element in the lower right corner. For each of these elements present in your three card spell you get an additional die on the Delivery table. So if you have all three of the same element present you get three dice on that table. 




When its your turn you reveal the cards, announce the name of the spell, preferably in the voice of your crazy character, and then deliver the damage. Last wizard standing is the winner. That's about it. Anyone who died gets to start the next game with a Dead Wizard Card, that gives them some minor advantage in the game. 

The only real strategy is using as many elements as possible to get the best roll on the Delivery table. But really, just putting together a funny or cool sounding spell is just as good a strategy; this game is maybe the most based on luck than my other faves. 

The other set I have is Panic at the Pleasure Palace.


It is essentially the same game play, mixed up with a couple of other elements. The characters and spells are a bit more x-rated. And a new feature includes being inflicted with and trying to remove spell casting-based venereal diseases. Oh yeah, this set comes with a testicle shaped bag to hold yer bits and bobs. 




Like King of Tokyo a typical game is about a half hour. 


Friday, June 5, 2009

Help! A wizard stole my face!



Melee and Wizards were two games we played a lot in Jr. High and High School. Unlike a rousing game of D&D, you didn’t necessarily risk derision for it. It wasn’t pretending, it was just a board game. Everybody grew up with board games. And shit, these micro games were just board games with cool violence and blood letting. There was a guaranteed bloody death each and every game!

In private though, we did tend to role play a character a bit, especially after the point when our fave fighter or sorcerer actually survived 3 arena fights.

At Venice High we had an old history teacher whose back room was a nice little museum, with cheap artifacts under glass. Mayan ear wax scooper-outers, copper coins from ancient times, that kind of thing. A lot of us in his history and mythology classes loved it in there, and he seemed to dig the little board games we were playing before he showed up to the class. There was no real learning to be had from Melee and Wizard, but to him the art in the booklets seemed like they were out of history books or books on ancient weapons. He even started letting us play a few rounds in the room during lunch break.

At some point, just before the whole Fantasy Trip thing, I decided to create a city setting for our surviving characters, and new ones, to trod around in. We wanted the arena fights, but they had more weight if our characters could do stuff beyond the battle field. I think I called the city, simply, “Skull.”Eventually my exponential love for my D&D game world would take me away from hopes of doing more with these little paper characters to have more time for that, but there is no denying it. Melee and Wizard were great fun when all you had was an hour or two.

As for the cover of Wizard mentioned in my post title…well, what the hell can you say? My friends and I were tormented over exactly what spell this was portraying. Certainly nothing in the game, those spells seemed to have more to do with doing physical harm or summoning animals. I think there was some spell or another we suspected might have inspired the art, but not from Wizard. Maybe that high level AD&D spell that traps someone in a globe and sinks them below the earth? Naw, then why just his face? Soul trapping? Hmm. The world may never know…