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 – 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 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.