Vendor: Parts Per Million Limited
Type: Book
Price:
3.99
These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master.
The kind of game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels would be helpful.
The normal cycle of play is that the DM describes the scene and asks what do you do? The players describe their actions. The DM describes the effects of those actions and the cycle repeats.
In solo play there is just the single character and no DM. You start by imagining your character in the game setting and play them through all the social interactions, all the NPCs and events that would normally come up. At some point you will reach a point where you would normally ask your DM for more information. Are there any guards? Are there any ways out? What can you hear? At this point the solo rules come into play. You pitch your question in a Yes/No format. The solo rules will then return an answer to your question much like a Magic 8 Ball toy. It is then down to you and your improv. skills to decide what does this answer mean right now? Often the first thing that comes into your head is the answer to go with.
If you just got yes and no answers things would get boring quite quickly. These rules are designed to throw up twists and turns into your character’s story.OSR Solo is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules
Vendor: Conflict Games LLC
Type: Book
Price:
9.99
This 134 Card deck is filled with hundreds of inspiring ways to describe the nuances of magic. Each card contains action words and examples to spark the imagination. The deck is organized into 17 individual schools of magic and prints on large 4.25"x 2.75"(Tarot-sized) cards.
The cards contain flavor text designed for Writers, Storytellers, and GMs (system neutral).
Broken down into:
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system.
Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic. Here are the vectors included in this offering:
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers:
Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Barriers can also be used to divide.
Failures
Magical failure occurs when magical conditions or requirements are not fully met. Resulting in dangerous yet often funny events.
Includes spell failures:
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers:
Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Barriers can also be used to divide. (One card)
Failures
Magical failure occurs when magical conditions or requirements are not fully met. Resulting in dangerous yet often funny events. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Failures: Magical failure occurs when magical conditions or requirements are not fully met. Resulting in dangerous yet often funny events. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Failures: Magical failure occurs when magical conditions or requirements are not fully met. Resulting in dangerous yet often funny events. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Failures: Magical failure occurs when magical conditions or requirements are not fully met. Resulting in dangerous yet often funny events. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Please note, unlike the other Magic Description Cards Set, Spell Failures are not featured in this set.
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Includes Spell Failures:
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Includes Spell Failures:
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Please note, unlike the other Magic Description Cards Set, Spell Failures are not featured in this set. "It just didn't make sense for life cards..."
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast LIGHTNING BOLT on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Bariers can also be used to divide. (One card)
Vendor: Conflict Games LLC
Type: Book
Price:
0.99
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Hydrokinetic ability to control or create water in all of its various forms.
Every tabletop gamer has been around a table when something like this happens:
“I cast Fireball on this area.”
“Cool, that hits all these bad guys, and they fail their save.”
“Sweet, they take 8d6 of damage, so that’s 28 points of damage each.”
Do you see a problem with this? It's rather boring, isn't it? It lacks the flavor and the deep narration that makes role-playing games so fun.
Could you go by the magic descriptions that the books give you? Sure, but do you want your cool, one of a kind character to use the descriptions we’ve all heard a thousand times before? Moreover, that assumes that you are using the spells from the book at all, what do you do if you’ve made your own homebrewed spells?
What if there are multiple spellcasters in your group? Does your elf necromancer cast a certain spell the same way that a human druid does? Sure, magic could be described uniformly in your world where all spells look the same, regardless of the kind of caster using them, but doesn’t that sound terribly dull to you?
The best part of any story is the action scenes, and there is no reason why the big dang hero fighters should get all the fun. Regardless if you or your players are a warlock, wizard, cleric, or something else, everyone could use some help in deepening their roleplay.
Homebrewers and world-builders, these cards will work so well for you. Not only will they stimulate your imagination, these cards can cut the time you need to write your own wonderfully clever, imaginative, and memorable descriptions. You could use our descriptions as the basis for your one of a kind and brand-new spells or magical traps.
For Writers: “Show, Don’t Tell," right? Even veteran authors sometimes struggle with the more delicate nuances of showing versus telling abstract concepts like magic and spellcraft. These cards will certainly help inspire you and bring you the end of that chapter or scene more quickly. The Magic Description Cards are the perfect tool to banish even the most stubborn case of writer's block. When you back this project, you’re not just getting a reference guide to magical descriptions, you're unlocking a proven, cost-effective tool to save time and generate more ideas than any other fantasy adventure and historical fiction tool on the market.
System Neutral: Do you have more than one game on your docket using different systems? Perhaps, a FATE game on the first weekend, a Shadowrun one on the second, and run a Vampire: The Masquerade LARP on the last weekend. Maybe you see some of the cool supplemental products and hate that they only ever get made for Dungeons & Dragons or Pathfinder, not the more obscure game you and your playgroup love. What you need and want is something that can be used across platforms, regardless of the type of system. Our Magic Description Cards don't affect or interact with the mechanics of the game you're playing. They change up the flavor of the spells used, so that when your buddy wants to play Savage Worlds one day, but Numenera or 13th Age the next, you can still use our amazing cards.
What are Vectors: Vectors are categories of magic or schools of magic.
Methods are common ways magic manifest itself in a world. The Five methods, Area, Blast, Touch, Barriers and Failures.
Area: Area spells create powerful effects that cover multiple targets or affect a large part of the battlefield. So, these descriptions are perfect for larger spells.
Blast: These spells are your single target attacks, typically, your single target bolts, rays, and blasts. You'll find this useful for any type of direct one-and-done or fire-and-forget attack spell.
Touch: Touch spells are those more personal effects that come directly from contact with the spell caster to cause an effect.
Barriers: Forms of magic that creates defensive measures which can absorb, deflect or halt attacks. Barriers can also be used to divide. (One card)
Vendor: Jon Brazer Enterprises
Type: Book
Price:
2.00
Crush Your Enemies, See Them Driven Before You, Hear Their Lamentations
Cut down wounded foes with prejudice! Scream in fury as you cross the rubicon in the blink of an eye! Teach the teeming hordes the true meaning of fear and rage! Barbarians strike relentlessly and decisively, cutting through enemy lines before their compatriots can so much as nock an arrow or utter a cantrip. Now you can go beyond the core book and unleash your character’s berserk power in ways you’ve never done before.
13 Barbarian Talents and Feats is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 10-page PDF, you will find:
Enter the Fray with a Blood-Curdling Howl in the 13th Age.
Vendor: Dread Unicorn Games
Type: Book
Price:
14.95 - 19.95
(2 variants)
The 13th Age Roleplaying Game Supplement to rock your players world.
Never again find yourself stuck for a good Icon Relationship result. Pick from the tables or let the dice decide.
GM advice on tailoring the Icon Relationship result to the character.
Hundreds of Icon Relationship results.
Here's an example: A PC gets hugely important information from an agent of an icon. A clockwork owl tells them how to find a secret door. The door leads to a passage that allows them ambush the foes directly ahead. They can surprise their foes and start the battle with the escalation die already on one.
Gods with suggested backgrounds for followers, paladins, clerics, and druids.
Three pantheons: the Bright Gods, the Thirsty Gods, and the Old Gods. Add these gods to your campaign or map their effects to your own gods.
Gods and Icons shows how the servants of the gods lend support to the icons. A 5 or a 6 Icon Relationship roll may bring in all sorts of divine intervention.
Thirteen new icons. Use them or steal aspects and apply them to your own icons.
You can use this book with the core icons, as the new icons are similar enough for you to just use the boons and complications from Gods and Icons without changing your existing campaign.
Yet different enough to feel fresh, and give a new spin to a 13th Age Campaign that uses them. A perfect set of icons for a campaign rich in intrigue and mystery.
58 new magic items, including bardic instruments and rules for designing your own holy swords. Not to mention a dozen new potions and more.
Dhampir. A new playable race for a new icon of the undead. And seven other player races.
Vendor: Jon Brazer Enterprises
Type: Book
Price:
5.95
Want to rush into battle and fight with your own style or harness the fury of storms and stone in the 13th Age? This bundle is for YOU!
Included in this bundle:
Vendor: Jon Brazer Enterprises
Type: Book
Price:
2.00
Always Keep A Knife In Your Boot And A Trick Up Your Sleeve
Gouge your foes’ eyes and bring the pain down on them! Get the drop on your enemies before they can reach your allies! Supplement your suave with a little spellcraft! Hurl knives with deadly accuracy! Rogues are the wily utility support that every party needs, moving with grace and panache and striking when no one expects it. Now you can go beyond the core book and expand your character’s unique suite of skills to complement any adventuring style.
13 Rogue Talents and Powers is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 10-page PDF, you will find:
Sneak, Steal, and Swashbuckle To Your Heart’s Content in the 13th Age.
Vendor: Jon Brazer Enterprises
Type: Book
Price:
2.00
May The Righteous Be Exalted
Liberate the oppressed from the yoke of tyranny! Shape the battlefield through acts of faith and divine allegiances! Shine your holy light where the deepest darkness pervades! Clerics channel their devotion into miraculous deeds that shield their allies from evil and smite foes born of the grave and the pit. Now you can go beyond the core book and expand your character’s repertoire of healing and protection spells, as well as utilize the icon relationship system to shape the story with your character’s unique spiritual journey.
13 Cleric Domains and Spells is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 12-page PDF, you will find:
The Damned Will Cower Before Your Glory in the 13th Age.
Vendor: Jon Brazer Enterprises
Type: Book
Price:
2.00
Ancient Spells Are Yours To Wield
Harness the fury of storms and stone! Snare, confound, and spy on your foes! Bend gravity and light to your whim! Wizards develop their starting spells into intricate dweomers that define their adventuring careers and leave enemies cowering beneath the yoke of their arcane might as their power reaches its apex. Now you can go beyond the core book and expand your character’s knowledge of both fundamental and esoteric spellcraft.
13 Wizard Cantrips and Spells is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 12-page PDF, you will find:
Bend Reality to Your Will in the 13th Age.
Vendor: Straight Path Games
Type: Book
Price:
0.99
Dice are random.
This sounds obvious, but they are about the most random thing that can be added to a game. Every roll has an equal chance of happening, every time you roll the dice. There are hot streaks, and poor streaks... and sometimes the dice just seem to have it against you.
Dice cards give you more control over the level of randomness in your game, as every possible roll is arranged as part of a deck. You are guaranteed to get an even distribution of rolls - unless you draw the shuffle card.
This card keeps the deck from being totally predictable - by shuffling the deck before you reach the very end, you're not going to draw every number from 1 to 20 each time around - but your runs of bad luck will never be quite so bad.
Included in dice cards are printable cards for each of the standard polyhedral dice: d4, d6, d8, d10, d%, d12, and d20 - a seperate file for each.