For a long time, I have wanted to code up an NPC generator for the inthelabyrinth.org website. The goal is to have one specifically for The Fantasy Trip. I had planned to have one ready by today, but unfortunately, I have failed.
This is the second part of a two part series on ceremonial magic.
(If you have not read Part I of this article, please do).
Now that we have the foundation for ceremonial magic in The Fantasy Trip, we can put it all together. Part II of this series does just that.
One of things that has been on my mind as I flesh out my own campaign world is how magic is used in the daily world. Those questions led me down the road to look for non-combat spells that could be used outside of the adventure, for just daily life.
Ghosts and other spirits are an underused and often ill-used "monster" in fantasy roleplaying. Still, they offer great opportunities for real roleplaying--and even better storytelling.
Some of the cornerstone enchantments in fantasy tales are those of enchanting other people's minds, making them do things they do not want to do. Dark spells. Evil spells. The Fantasy Trip has a number of mind control spells to do this, but here are a few more...
Not long ago, I discovered solo roleplaying. Before I got back into gaming, I always thought solo roleplaying was the classic Metagaming number by number programmed adventure--the old Death Test model. Then I discovered the Mythic GM Emulator... and everything changed.
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