My brother recently made a spell calculator for his Fire Tales character. The first sheet allows you to play around with what different spells would cost to cast in stamina, time and difficulty. The second sheet allows you to customize the available spell components that appear on the first page to mirror what your character has access to and the third sheet is for keeping track of spirits' true names for Invoking! You must first copy the sheet before using it.
Friday, June 26, 2026
Wednesday, June 24, 2026
Spellcasting in Fire Tales
Spellcasting in Fire Tales is based primarily on ideas from the spell-building system of Ars Magica combined with the earthy, fairy tale, folk magic present in Beyond the Wall, and Wolves Upon the Coast. (It is also inspired heavily by various fantasy books I read while writing the game including Howl's Moving Castle and Earthsea.)
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| Pauline Mauvière |
I wanted to make magic more "magical" while also allowing casters to create countless variations of spells depending on their need and preference. When I say "magical" magic, I mean more flexible, powerful, dangerous, mysterious, and rare.
Spellcasting unlike Invocation is an art which takes rigorous study and is meant to feel like an open ended puzzle-toy in play. Where Invocation is passionate, direct and simple, Spellcasting is practiced and often carefully thought through.
Spellcasting begins with a target and a configuration. The target can be any single physical entity that fits within the configuration (or multiple of these) and the configurations are diegetic conditions. A Wand to Point configuration "covers what a magical wand, rod, or staff, being held by the caster is pointing at." A Rune Mark configuration "covers an individual marked with a rune written by the caster." (Allowing casting at a distance but requiring further preparation.)
Spell Incantations are the effect upon targets. Like other components, incantations are very briefly defined, often in a single sentence, allowing them to be flexibly used. (I got this idea partially from the spells in Knave 2E.) Certain harmful incantations require an additional save from the target. Spellcasting has fairly detailed rules for targeting but relies on somewhat on FKR principles for the effects of a spell. My feeling is if a character can manage to get their intended target into a configuration they know, and successfully use an incantation and duration they know, and the target fails a save, all bets are off in terms of "balance." I don't really care if a spell "one shots" enemies.
Spell Durations dictate how long the incantation effects the target. Durations can be anything from until the caster draws breath to however long they can keep a single fire burning.
Each spell component has a DF (Difficulty Factor), SF (Stamina Factor), and TF (Time Factor.) "Better" (more easily useable, potent, or versatile) components are more costly in these factors. All factors must be known as techniques by the caster, and to learn they must spend weeks of in-game time learning from one who knows the technique. A skill check is rolled against the DF, and stamina equal to the SF is removed, with casting taking as much time as the TF indicates. (Casting can be interrupted causing Spell Failure) If the TF is not met, the stamina is still lost, the spell fails and a D100 roll is made on a Spell Failure table, with results often twisting the intended effect.
Systems for group casting, and utilizing pre-stored stamina in gemstones can be used to cast spells with greater stamina factors than the caster's stamina maximum. When stamina is fully drained, health is drained in its stead.
Example Spells:
spell to ignite blaze
Spell Nature: Shifting
Target: Individual (whatever the wand points at)
Configuration: Wand to Point
Duration: Repetition
Incantation: Ignite
SF: 8, TF: 1, DF: 10
spell to create a werelight
Spell Nature: Direct
Target: Individual (Object to be used as light)
Configuration: Touch
Duration: Noon
Incantation: Glowing
SF: 16, TF: 2, DF: 8
spell for sailing with a magewind
Spell Nature: Direct
Target: Individual
Configuration: Wand to Point
Duration: Concentration
Incantation: Windcall
SF: 8, TF: 1, DF: 9
spell to create a magic ring
Spell Nature: Shifting
Target: Individual (ring wearer)
Configuration: Talisman Wearer
Duration: Artifact
Incantations: Invisibility, Scrying, Lure Creature
SF: 61, TF: 1hr, DF: 29
spell to kill at a distance of unknown cause
Spell Nature: Direct
Target: Individual
Configuration: True Name
Duration: Full Moon
Incantations: Death Curse, Misfortune Curse
SF: 62, TF: 3, DF: 21
spell to create a broomstick of flying
Spell Nature: Shifting
Target: Individual (broomstick holder)
Configuration: Talisman Holder
Duration: Artifact
Incantation: Flying
SF: 57, TF: 1hr, DF: 22
spell for a witch's vengeance
Spell Nature: Shifting
Target: Individual
Configuration: Broken Promise
Duration: Death
Incantation: Death Curse
SF: 86, TF: 3, DF: 21
Thursday, June 18, 2026
Scatter Rolling Hex Interiors
This is my contribution to the RANDOM BLOGWAGON hosted by Prismatic Wasteland. I recently played the Catan Dice Game and it got me thinking of how to use the dice for scatter rolling features for a hex's interior. Use 4-8 normal D6s if you don't have the resource dice.
| Dice | Plains | Forest | Hills | Lowlands | Mountains |
|---|---|---|---|---|---|
| 1 (Brick) | Hamlet | Cottage | Hamlet | Hamlet | Cave |
| 2 (Wood) | Copse | Grove or Vale | Lone Tree | Thicket | Thicket |
| 3 (Sheep) | Pasture | Wolf Den | Shepherd's Hut | Bog | Shepherd's Hut |
| 4 (Wheat) | Farm | Woodcutter's House | Homestead | Homestead | Abandoned Fort |
| 5 (Ore) | Mine | Tomb | Stone Circle or Dolmen | Ruins | Cliff |
| 6 (Gold) | Trading Post | Treasure Stash | Abandoned Mine | Treasure Stash | Cave |
Sunday, June 14, 2026
A Keying Oracle for Settlements and Points of Interest
When keying locations for the Pictish Campaign I use a variety of methods starting with researching the real life location's legends and history. After this I pull from my Quests List (which I expanded to about 170 quests since posting and assigned each to a location) and check a spreadsheet of unassigned minor arthurian characters (which I made using the Illustrated Encyclopedia of Arthurian Legends) for any characters I might add. After this I season with a rotation of tables for features and quests (d4 Caltrops Stronghold Quests, Murkdice Connective Tissue Table, My Knights Table) I modify these as needed once rolled to fit the quasi-historical arthurian vibes of the setting. The last step I usually go through is drawing cards with a features Oracle. I use a modified expanded version of the deck of many things for this (but modified this to work with a 52 card deck). The prompts drawn from the deck are taken in with everything else and enmeshed with what I already have to give some additional texture and features when I'm writing the keys.
Point of Interest - Draw 0 to 2, depending on need.
Settlement Size
Hamlet - 1 Draw
Village/Small Town - 2 Draws
Town/City - 3 Draws
Large City - 4 Draws
Card Oracle
Clubs
2 of Clubs - There is a creature's den.
3 of Clubs - There is a dungeon.
4 of Clubs - There is dangerous faye.
5 of Clubs - There is a creature's aerie.
6 of Clubs - There is something related to a neutral deity.
7 of Clubs - There is woodlands and a shrine to the king of the wood, or hunters.
8 of Clubs - There is a significant stone, stone circle, dolmen, henge, obelisk, cairn, or statue.
9 of Clubs - There is a site of an ancient battle with a tumulus and shrine.
10 of Clubs - There is a hidden place, stronghold or place of peace.
Jack of Clubs - There is an assassin, poisoner, or dangerous person.
Queen of Clubs - There is a significant warrior or something they left behind.
King of Clubs - There is a band of warriors.
Ace of Clubs - There is a place of death, knowledge or warning.
Hearts
2 of Hearts - There is a lost ghost.
3 of Hearts - There is a grim or black hound.
4 of Hearts - There is an orchard or significant tree.
5 of Hearts - There is a maze-like warren.
6 of Hearts - There is a trapped spirit or faye.
7 of Hearts - There is a shrine to the dead, a resurrected one, or a false tomb.
8 of Hearts - There is a safe hidden place left by a powerful individual.
9 of Hearts - There is an eternal flame or shrine to a fire deity.
10 of Hearts - There a dangerous misunderstood creature.
Jack of Hearts - There is woodlands, bards or feasting.
Queen of Hearts - There is a fallen star, a place only accessible by night or a nighttime event.
King of Hearts - There is someone who is deeply in love.
Ace of Hearts - There is something left behind by a powerful sídhe.
Spades
2 of Spades - There is a changeling, twins, or doubles of something.
3 of Spades - There is a sacred or hidden grove.
4 of Spades - There is a dark place.
5 of Spades - There is werewolves or wolves nearby.
6 of Spades - There is something associated with the moon or a lunar deity.
7 of Spades - There is a place of illusions, magic, or beauty near.
8 of Spades - There is a bard, filí or skald.
9 of Spades - There is a shrine to a sun god or a place that is only open at dawn.
10 of Spades - There is something alluring but dangerous.
Jack of Spades - There is a treacherous friendly face, thief, or liar.
Queen of Spades - There is a plague, illness, or sick person.
King of Spades - There is a deceitful person or a situation that is not what it seems.
Ace of Spades - There is a place where one can see a glimpse of their fate or past.
Diamonds
2 of Diamonds - There is a small forgotten stash of loot.
3 of Diamonds - There is ancient ruins.
4 of Diamonds - There is a wondrous steed.
5 of Diamonds - There is a merchant with rare goods.
6 of Diamonds - There is a scholar or something scholarly.
7 of Diamonds - There is a hidden way to or from the otherworld.
8 of Diamonds - There is a wise elder.
9 of Diamonds - There is a dragon or something associated with dragons or sea serpents.
10 of Diamonds - There is great wealth or treasure hidden.
Jack of Diamonds - There is an individual who is widely acclaimed but a fraud.
Queen of Diamonds - There is a seat of power.
King of Diamonds - There is a tower or hidden fortress nearby.
Ace of Diamonds - There is an important item for a far away quest.
Thursday, May 28, 2026
The Slumbering Castle Devlog 6: Playtest Thoughts
Playtest 1
In my last update I said I would be playtesting the Slumbering Castle at Total Con 40, but I chickened out because I didn't feel I had enough to go off of. Now I have finally tested this adventure at a different convention (Nerdfest). The playtest went fairly well, and I ended up with plenty of notes.
What Happened?
At the start of the session I gave players a crude map of the kingdom revealing the back entrance of the brook. This was a last second decision and a mistake as players immediately believed this to be the best way into the kingdom. 3 bandits were waiting in the lowlands along the brook, in ambush for folk leaving the kingdom to take their treasure. They ambushed the party and killed them within a few rounds. The players found this amusing and asked to re-use the same characters and attempt to enter through the front gate. They re-entered through the front gate and explored the kingdom on the path to the castle, slowly losing stamina (the stamina loss rate seemed perfect to me - just biting enough to cause a bit of constant fear). Eventually they made their way into the castle and stayed there a bit too long. I want to save the details of what they found so no future playtesters get spoiled :) Only one adventurer made it out and the others fell asleep while running back to the front gate.
Difficulty
One of the players commented that the adventure was too difficult to finish in one session. This is the intent so I didn't find it overly concerning. As I mentioned earlier I felt like the stamina drain happened at a perfect rate, at least for this first test.
Dragon Movement
The Dragon's current movement setup was perhaps a bit too fiddly and had it firmly nestled in the corner of the kingdom (zones 1 and 5) for the entirety of this playtest (as its movements kept pushing up against the boundaries of the hex zones and therefore it wasn't moving at all). I believe I will change this to have it move counter-clockwise if the movement dictated by the dice is impossible.
Friday, April 3, 2026
Spark Tables for Visions
Roll a D6, D10, D12 and D20 at once, and consult the tables for inspiration:
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| Arthur Rackham |
What message is imparted? (D6)
- A warning
- A rebuke
- A request
- An instruction
- A question
- Nothing Clear
Where are you? (D20)
- A hill
- A mountain
- A lake
- A battlefield
- Ruins
- A graveyard
- A tomb
- A castle
- A tower
- A forest
- An island
- A beach
- A cave
- A desert
- A swamp
- A bridge
- Your birthplace
- A grove
- A fountain
- A ring of standing stones
Location Descriptor (D10)
- Misty
- Dark
- Moonlit
- Putrid
- Ancient
- Snowy
- Rainy
- Frozen
- Ethereal
- Gleaming
Who else is there? (D12)
- A pack of creatures
- A great noble beast
- An army
- A shrouded figure
- A fallen one
- One you know
- A great power
- A magical being
- A warrior
- A trickster
- A monarch
- No one
Monday, March 23, 2026
The Spy Action RPG
This is a game inspired by Conqueror of Kamelia, and the Bourne Movies.
Rules:
- Characters have no traditional attribute stats. Only year of birth, backstory, passports (name and country), and equipment (each can carry 1 pistol without being noticed in urban environments)
- All fights are 1-on-1 even if they aren't.
- A fight between 1 PC and 20 enemies is resolved as a series of 1-1 fights.
- The cooler character always wins in a fight.
- Coolness is determined by consensus based on the following in order of importance:
- The character with more unique attributes is cooler.
- The character with more unique training is cooler.
- If two characters are equally cool, the older/more experienced character is cooler.
- If two characters who are equally cool fight, the one with more wounds at the start of the fight wins but begins slowly dying after the fight.
- Slowly dying takes 10 minutes in real time and while slowly dying a character may not be killed by anything.
- If a character falls into a body of water while slowly dying they automatically live but may not return within the same session.
- After this they appear a month later in a location determined by throwing a dart at a world map.
- Wounds can be physical or emotional but always slow a character down slightly and make them more noticeable in a crowd.
- Player characters know the language of every country they have a passport in and speak as a native.
- If a character points a gun at another character within arm's reach the gun may be disarmed and taken without any risk.
Characters start with a backstory, 2D4 passports and associated aliases, a pistol or switchblade, a sniper rifle in a duffel bag or 3 burner phones, and 3D100 Euros in cash.

