Sometimes players find themselves needing to make a choice between mechanical effectiveness and storytelling.
Rolling with the Unexpected
After an unlikely stroke of luck resulted in major character development, however, I’m reconsidering my stance on near-impossible rolls.
Spell of the Week – Bane
Bringing your foes low through massive damage or mind-warping illusions is always enjoyable, but few things are as satisfying as the countless petty annoyances that come with a well-applied Bane.
Magic Item – Potion of Blazing Luck
One of the core rules of storytelling is that power should always come with a price. The greater the power the more you have to pay for it, and few things demonstrate this better than the Potion of Blazing Luck.
Spell of the Week – Awaken
Have you ever wished your game world was a little more like Narnia?
Spell of the Week – Aura of Vitality
Healing spells and abilities can be tough to balance properly, and at first glance Aura of Vitality seems to be a prime example of this. However, when you take a closer look it starts to make much more sense.
Spell of the Week – Aura of Purity
Conditions can have a much bigger impact than mere damage – unless you have a friendly Paladin with an Aura of Purity up.
Spell of the Week – Aura of Life
Sometimes Paladins remember spellslots can be used for more than smites, and when they do Aura of Life is a great tool for messing with undead foes.
Spell of the Week – Arms of Hadar
It seems a universal rule that from comics to boardgames, all aspects of nerd culture must eventually make some sort of nod to the Cthulhu mythos. In D&D this often manifests in the form of Warlocks battering people with otherworldly tentacles.
Spell of the Week – Arcane Lock
There are a handful of spells listed in the Player’s Handbook that are actually more likely to be used by the DM than any self-respecting hero, and few crop as commonly as the good old Arcane Lock.