Magic Description Cards: SPIRIT MAGIC
Magic Description Cards: SPIRIT MAGIC
PLEASE NOTE: This Document is just a handful of cards from the larger deck. Get the entire 134 card deck HERE.
Memorable SPIRIT Magic Descriptions Herein:
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.
A Must-Have for Homebrewers, World Builders, and Game Designers!
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 vector (A.K.A: School of magic) included in this offering:
SPIRITS—revolves around channeling, summoning or using the power and knowledge of spirits or ancestral souls to achieve their goals.
Magic Delivery Methods
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: