13th Age: Pray for New Domains and Spells

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.Continue reading “13th Age: Pray for New Domains and Spells”

13th Age: Slow Spell

Previously, we’ve shared two low-level spells from the recently released 13 Wizard Cantrips and Spells: web and mirror image. Today we are sharing with you a 7th level spell, perfect for high level characters—the slow spell. This classic spell makes it harder for enemies to attack. With this spell, it is impossible for an enemyContinue reading “13th Age: Slow Spell”

13th Age: Web Your Enemies and Dance Like a Spider

Tomorrow sees the much anticipated release of 13 Wizard Canitrips and Spells—the second in our series of 13 Class Options for the 13th Age Roleplaying Game—and we couldn’t be more excited. Last week we showed off the mirror image spell, a classic spell with a 13th Age twist. This week we are sharing with youContinue reading “13th Age: Web Your Enemies and Dance Like a Spider”

13th Age: Make More of You with Magic

Everyone at loves us some 13th Age. Richard Moore, our resident 13th Age expert, has committed more than once that there are some classic spell options missing from 13th Age and that is one we set out to correct when we started the 13 Class Options series. This is not the first in the series.Continue reading “13th Age: Make More of You with Magic”

5e: What Should We Work On Next?

Last year, we asked what levels need more adventures. While we are working on adventures, we are starting to plan our player options. Tell us what you want to see and share with us your ideas as to what you want to see in the comments below, and be sure to check out what weContinue reading “5e: What Should We Work On Next?”

Pathfinder: Summon Monster VIII Unchained

Considering that Halloween was earlier this week, it really has been the perfect time to discuss monsters that you can bring out of nowhere to do your bidding. If this is the first in the Summon Monster Unchained series, please check out I, II, III, IV, V, VI, and VII. An elder elemental. What aboutContinue reading “Pathfinder: Summon Monster VIII Unchained”

Pathfinder: Summon Monster VI Unchained

Thank you for joining us as we expand the summon monster tables. If this is your first time, check out the expanded lists for summon monster I, summon monster II, summon monster III, and summon monster IV, and summon monster V as well as summon monster VII, summon monster VIII, and summon monster IX. TheContinue reading “Pathfinder: Summon Monster VI Unchained”

Pathfinder: Summon Monster V Unchained

We are now officially half way through the summon monster lists and this is where expanding the list of creatures to summon changes from a “want” to a problem that needs to be addressed. If you have not seen our previous expanded lists, check out summon monster I, summon monster II, summon monster III, andContinue reading “Pathfinder: Summon Monster V Unchained”

5e: Conjure Minor Elementals

Today we come to the third major group of conjuring creatures to your side: conjuring elementals. If you haven’t read conjure animals and conjure celestial, be sure to check them out. Conjure Minor Elementals 4th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour You summon elementalsContinue reading “5e: Conjure Minor Elementals”

5e: Conjure Celestial

Last week, we took a look at the lowest level spell to conjure monsters to fight on your behalf: conjure animals. Today, we are skipping to the opposite extreme and going to the highest level spell that lets you have help from beyond (other than gate): conjure celestial. Conjure Celestial 7th-level conjuration Casting Time: 1Continue reading “5e: Conjure Celestial”