Talk:D&D Wiki Magazine/Issue 1
From D&D Wiki
My unpublished stuff
I have a new type of flora, 3-4 new traits, a host of magic items, a couple of feats and a few magic items that all would fall neatly under the Fiends category. I also have a couple of ideas for a castle theme. --Calidore Chase (talk) 05:35, 29 March 2015 (MDT)
- My vote is for fiends. Here is what I can throw in: Imptail Vine (new flora), Nightwax Candles (new Magic Item), Demonbane (new ointment), Mark of the Righteous (Magic Tattoo), Warning Candle (new Magic Item), Blood Altar (new Magic Item and Artifact), Demonhorn Hammer (new Magic Weapon and Artifact), Shroud of Faith (New Feat), Spear of Faith (new Feat), and I also have two Prestige Classes that are mostly thought out - all 3.5e/Pathfinder.
- For a castle theme, I have an interesting feature that can be added into the castle wall based on a real life feature in the city walls of a medieval city in Germany. If the theme is 'things based off of real life places/things from the middle ages I could include an article that I've been working on for something called Pilgrims Badges.--Calidore Chase (talk) 19:09, 29 March 2015 (MDT)
For the magic category I would include the Prestidigitator, I'm pretty proud of that one. You could also include the Darkfire Guild Wizard. I also have two specialized spellbooks, the Ethereal Spellbook and the Third-Eye Spellbook, which would mean I'd have to finish them.... Ah, and the Flicker Dagger (new Magic Weapon). --Calidore Chase (talk) 00:27, 1 April 2015 (MDT)
What do you think of including this Craft Magic Tattoo Variant (3.5e Feat)? I basically revised the NBoF version into something less restrictive and more useful IMHO. Let me know what ya'all think! --Calidore Chase (talk) 21:20, 8 April 2015 (MDT)
I say we go Fiends, Hybrids or Steel & Machines because I have great ideas for all, but I can work with any one of them. Can we add another theme to the list? Azernath (talk) 09:34, 29 March 2015 (MDT)
Fiends: I can make the Cambion as a Race, which is by the way a perfect fit. And a Nephilim would be also great, but might take extra work. I got three creatures to add Archdemon, Cerberus, and The Watcher.
Steel & Machines: We can add a new monsters and companions that are Machines in nature, as for Steel we can add most of the weapons we have. I don't have the ideas ready but it is similar to the warjacks.
A vote for Hybrids and Magic each, both because I've got material that could fit them. For Hybrids, my Verrück would work well, although the Paramýth flavor would need to be replaced (probably). For Magic, my baby could be used, along with my bling.
I should also be able to contribute one or two options to Steel and Machines, but I don't think much else could be done with it. If we do Oozes, the old PC Ooze Race I Salasay Δ 15:38, 30 March 2015 (MDT)could get rethought and remade. --
- It's just to give me an idea, you can upvote as many different themes as you like. If we can get 20 themes, I might just roll d20 :)
- For the record, some themes I suggested are because I have some suitable material:
- Fiends - Barbed Devil (4e Race), Barbed Devil (5e Race), Horned Devil (4e Race), Devil Powers (4e Power List)
- Machines - Random Dungeon:Machine (5e Environment), Forge of Kwalish (5e Equipment)
- Hybrids - nothing in particular, but I like the idea of mixing monsters together (a staple of D&D, the owlbear for example).
- Castles - I thought this could be an opportunity to expand the 5e section on siege engines (alternate trebuchet ammunition, for example), but things like Squire (5e Background) would fit. Marasmusine (talk) 17:09, 31 March 2015 (MDT)
Kudos and More
- Hey Marasmusine, I think I speak for all of us when I congratulate you on the 0th edition! Amazing work! And I know that people other than myself have actually shown regret that they didn't get more involved. So I would like to offer my help. I think we should award pieces to people (that is to say we give someone the responsibility of 4th edition: One 1st level, two 3rd level, one 5th level spell on the theme of 'Poison') and stay in touch by email because I find the wiki a little hard to deal with to know when work has been submitted/updated (I know that sounds crazy but even using this as open communication is awkward for a technophobe like myself!). I would also like to work closely with Kydo on how to lay out adventures; he clearly has a good imagination and the wiki doesn't do what it needs to adventure-wise not having inset character profiles, portraits and sidebars. I would like the adventure part of Homebrew to be the jewel in the crown of each edition (if it can save a DM a whole heap of time, it could be more instrumental in people's first games than the starter pack). I think we can make that happen but we may have to submit in a word .doc just to communicate the idea of the layout better.
As for the theme vote, I think some are too broad (magic) and some are too specific (ooze), I am tempted to go for *Medicine just because I have that Alchemy(herbalism) mechanic I wrote up. Anyway, anyone wanting to talk stuff over, please post back here or email me at email@example.com . Really stoked for the next edition - I say just choose a theme yourself Marasmusine, I trust you.
Conor talked about an adventure - is that something to be included in future editions? That could be pretty sweet, I have a couple of adventure ideas that I've been kicking around. If you remember the Side-Treks from the old Dragon Magazine I think that format would work great for Homebrew, a simple two page adventure with a quirk. --Calidore Chase (talk) 20:23, 4 April 2015 (MDT)
- Adventures are fine. I worry that they might take up too much space. I do love "one page dungeons" . Two pages would be ideal. Marasmusine (talk) 01:21, 5 April 2015 (MDT)
- I could help come up with some broad concepts for adventures, but my specialty is big picture world creation, so smaller interactions is harder for me.
This is it guys, I'm rolling a geniune Red Box d8 to select the theme from those that received a vote. If I roll an 8, then I roll again from those that did not receive a vote.
A rolled a 4. "Magic"
The one that's quite broad. So what I'll be looking for are articles that interact in interesting ways with D&D magic systems: Meta magic, variant rules. I do have one article of mine, Living Spell (4e Creature), that springs to mind, so magic related monsters are good too (but not just "spellcasting monsters").
If you find appropriate on the wiki, add a link to the "Article Candidates" at D&D Wiki Magazine/Issue 1. Also add any ideas for new articles you might want to make. Any thoughts, musings or editorials also welcome. Marasmusine (talk) 01:36, 5 April 2015 (MDT)
- Would the Illusionary Weapons Master work? I think illusions are a very underused part of magic, so an article that makes them more usable would fit, I think. Also, I could write the intro thing for this issue. My idea for the topic, aside from just "magic", is to talk about magical theories in different settings, and present a few amalgamated theories for DM's to explain magic to their players. Maybe include some different ways to justify magic in different worlds.
- Also, do we want to restrict this to Arcana only, or should we include Divine as well? We should also include the rules for Spellpoints and some other variants for the spell system. --Salasay Δ 09:33, 5 April 2015 (MDT)
- I'd like to focus on articles that deal with the nature of magic, or interact with magic in some way, or are otherwise "meta" — rather than just common-or-garden spells, spellcasters, magic items. But - add anything to the list that rings your bell anyway.
- Your intro sounds good, go ahead with that!
- I'll put my intro below to allow for discussion and proofreading. I've got a decent start, but order and content may need adjustment. So far I discuss "magic" in history, causes of magic in different settings, and the implications of magic in technological development of a society. --Salasay Δ 15:40, 5 April 2015 (MDT)
Clark's Third Law:
"Any sufficiently advanced science is indistinguishable from magic."
Magic can, in most settings, be described very accurately as a science. It follows rules and laws, causes tangible effects on the environment, and it can be studied and understood. Also like a science, there are many theories and hypothesis among "arcanologists" (wizards) as to what makes magic tick. Some theorize that lightning bolts are called from the god of lightning through prayer. Some theorize that the air itself is made to rub against itself, producing static electricity much like in a cloud, and this natural product of physics is manipulated to form lightning. Still others theorize that what actually happens and why the spell occurs is based purely on what the spell-caster believes happens. If the caster is a follower of faith, the gods produce it. If the caster is a true "scientist", as much as a wizard can be, he may understand physics and nature, and assume he is replicating the effects present in a storm cloud. The method by which magic occurs is mutable, but a good DM should determine the rules his setting follows in order to provide creative scenarios for his player, such as making lightning bolts fail in a room with no air because their is no air to move and produce friction.
While magic in real life cannot currently be observed, in the past magic was believed in due to a lack of knowledge about how the world works. The Ancient Greeks assumed that lightning must have come from the magic of the gods. In Salem Massachusetts twenty men and women were executed for witchcraft, due to "curses" actually caused by eating rye bread made from grain infected by the fungus Claviceps purpurea, from which LSD is derived. Many ancient civilizations used primitive technologies in their temples to produce "magical" effects. Theories in today's world propose that some "magical" occurrences documented in history, religion, and myth were in fact acts of aliens. The song "E.T.I." by Blue Oyster Cult implies that Jesus Christ was an alien sent to earth to influence history and establish a foothold. Some Science Fiction universes maintain a "magic" of sorts in nano-magic, using nanobots to influence the environment.
Many settings ignore the implications of magic upon the development of society. The refrigerator and refrigeration technologies developed because food needed to be preserved, and ice for an icebox was hard to get in the summer. In a setting with magic, those issues do not exist. Magic can make food remain fresh, and could cool a castle down to comfortable temperatures in the summertime. The telephone would not be needed because mages can communicate over long distances and allow people to send messages easily. Electric Lighting is pointless if a mage could just cast Permanent Daylight on a rock and sell it to you. The DnD setting remains in a perpetual state of technological immaturity because there is no need to invent some things. Necessity may be the mother of invention, but magic is the Changeling that replaces invention with itself.
However, that is not to say that a DnD setting must remain at Medieval technology levels. While the technology to fill a need is never developed, the need is filled through magic. Thus "horseless carriages" may be achieved not through the internal combustion engine, but through creative application of magic. Planes may fly not due to being pulled by jet engines, but through using magic to move the plane (although airfoils would still exist). A good DM can introduce new technologies and modern innovations to his players by creative usage of magic. In fact, a group of PC's could raise money to buy a new equipment by selling enchanted objects that replicate modern inventions. Magic has nearly limitless possibilities.
- There's no restriction on magical source.
- I've kicked around an idea for an alternate magic system bborrowing from 4e, pathfinder, and the big book of weaboo fightan magic. Basically, it would make it so that your low level spells are at-will, mid level spells are refreshed per encounter, and the highest level spells are daily. Basically a 1/3rd, 1/3rd, 1/3rd split at max level. So a wizard 20 would have lvl 0-3 spells at will, 4-6 as encounter spells, and 7-9 as dailies. 0 level spells would be at will always (borrowing from PF), and 1st level spells would be encounter spells when first gained. Then second level spells are gained as a daily, then when you get 3rd level spells, 1st level becomes at will, 2ndencounter, and 3rd daily. The number of slots and how it progresses between 3rd level spells and the cap would have to be worked out, but it seems like a way to give spellcasters more gas in a combat-heavy campaign. Zau (talk)
- I'd also like to humbly propose a couple of my classes as well; the Knight of the Moon essentially merges two classes (arcane and divine) spellcasting into one, and the Mongoose is a dedicated anti-spellcaster (and could be used as a way to demonstrate the underpowered and often underutilized methods for countering spellcasters). They'll both need a good bit of work on flavor (and perhaps balance) but I think they are mechanically playable at least. Zau (talk) 14:19, 5 April 2015 (MDT)
- I'd save that for a Fey Theme, honestly. While they are magical, they are more closely associated with the Fey realm than anything else. --Calidore Chase (talk) 18:14, 6 April 2015 (MDT)
Trinkets and Boxes lists
Seems we need this section :D
- What about this feat/collection of items? Toymaker (3.5e Feat) --Calidore Chase (talk) 14:37, 5 April 2015 (MDT)
- I'm editing the ones that have magical effects that are too useful. Hovering for 1 minute is on par with a spell.
Is anyone familiar with the 'contacts' feature, I forget which supplement lays out the basics for them but they are basically people that a PC knows that he can leverage regularly for information, help, or goods. This could be a fun addition to Homebrew and is not something I've seen really pursued elsewhere. Below is my example - feel free to add more.
|Clatter||Former Familiar/Cat||1/Month||+2 to attempts to learn a new spell||Clatter was a mages familiar that survived when his master was killed. He now works in a bar killing rats.|
|Agneta Grey||Apprentice Mage||1/Month||Will make a free Toymaker Magic Item for the PC||Agneta discovered she has a talent for making the most minor of magic items and now runs a small shop in the Merchant Ward.|
|Megaira||Herbalist||1/Month||Will supply the PC with Spellcomponents||Megaira runs a small herbalist shop on the edge of the village.|
Someone mentioned earlier that it got old writing "deals xdy fire damage" during the making of Issue 0, because fire is a little too restrictive a topic. I think we should make our themes wider, like "Magic", and increase the size of the finished product.
- Issue 1 looks set to be much larger than issue 0. There is a sweet spot for a theme's scope. "Fire" got a little tedious to edit, but I think that "Magic" is too broad (practically everything in D&D is magical in some regard). However, I'm happy with the current focus on "metamagic" (i.e. things that interact with magic, rather than the magic itself). Marasmusine (talk) 03:33, 8 April 2015 (MDT)
- Speaking of metamagic, is it desirable to adapt the feats created for 4e over to a consolidated version for 5e? Exodite-Dragon (talk) 21:34, 8 April 2015 (MDT)
- I'm not quite happy with the 4e feats yet. Also note that metamagic in 5e is a sorcerer class feature, so if you're a wizard wanting metamagic you would multiclass 3 levels as a sorcerer. Marasmusine (talk) 01:12, 9 April 2015 (MDT)
- Hmm, how about a magic item, "rod of metamagic"? It has 3 charges, which the wielder can expend to use sorcerer metamagic (on a 1 charge for 1 sorcery point basis). Recharges 1 charge at dawn. I'm usually not fond of things that copy unique class features, but this somehow seems appropriate. I won't have time to do this until tomorrow, but someone can have a go at making it if they want. Marasmusine (talk) 03:18, 9 April 2015 (MDT)
- I think there are already metamagic rods of some kind, not sure how they work with sorcerers, though. Maybe an item that gives 3-5 charges allowing a sorcerer to metamagic w/o extended cast times (so you still need the feats, and it still takes a higher level spell slot)? Zau (talk) 14:26, 9 April 2015 (MDT)
- Speaking of metamagic, is it desirable to adapt the feats created for 4e over to a consolidated version for 5e? Exodite-Dragon (talk) 21:34, 8 April 2015 (MDT)
If I made a race based on a World of Warcraft race, is that allowed to be added to the issue?
- I'm afraid not, it's already dubious that we're using WotC trademarks, I don't want to drag Blizzard into it as well. Marasmusine (talk) 01:07, 9 April 2015 (MDT)
In response to the main page, I've looked through most of the 3e stuff:
- Prestidigitator: Class seems decently balanced, more likely UP than OP since it loses a level of spellcasting and doesn't gain any game-changing abilites. Needs a couple of Ex, Su, etc tags, but most of the abilities are feats or spellcaster advancement, which don't.
- I agree, the class seems a little weak. I almost think it needs to get a Prestidigitation bardic music type thing. Something based on performing with Prestidigitation. --Salasay Δ 10:02, 12 April 2015 (MDT)
- Darkfire: Seems a little OP, gives full spell casting and some rather powerful class features. It pays for some with permanent stat decreases, though. No campaign information, and there are a couple of bullet points in the class features sections which seem out of place.
- It is a little powerful, but has been looked at by many experiened eyes and has undergone a number of revisions to reach its present point. Bear in mind this particular Prestige Class is meant for the bad guys more than anything else. --Calidore Chase (talk) 18:42, 20 April 2015 (MDT)
- Elementalist: Gains a free -1 metamagic cost; maybe it should lose one spellcaster level in exchange. Class is fully formatted, as far as I can tell, even has a picture.
- Mana (deity): I don't know enough about how we format deities, but this looks fine to me. A good chunk of lore.
- All-Piercing Arrow: For a 9th level spell with an expensive material, this seems pretty weak. The reference to breath weapons in un-needed. I'd recomend upping the damage and giving it no save; an "all-piercing" weapon shouldn't be stopped cold with a fort save, and no save would combine thematically with the untyped damage for a guaranteed nuke. Might have to rule that it can't be used with shape spell; that effect as anything but a line could be OP.
- Spell looks about right, now. Makes a good Super Magic-Missile.
- IW Master: This has been a featured article. 'Nuff said. It's complete, and reasonably balanced.
- Ethereal Spellbook: A neat toy, not sure it's worth 10k, though. Seems mechanically workable and properly formatted.
- The pricing is iffy, could make a command decision and just lower it :D Sad it has been lined through from the list. --Calidore Chase (talk) 18:42, 20 April 2015 (MDT)
- It's lined through because I've added it to the magazine. If it needs an edit, go ahead! Let me know then I can update the mag. Marasmusine (talk) 01:28, 21 April 2015 (MDT)
- Third Eye Spellbook: A neat toy, and 1k isn't that bad at higher levels. It could use some kind of bonus to make it more useful than a regular spellbook (such as infinite space). Seems properly formatted.
- I thought infinite space would make it too powerful... there could be variations on it the allow for additional bonuses, possibly allows the user to use a particular metamagic feat. Again sad that it has been lined through on the list. --Calidore Chase (talk) 18:42, 20 April 2015 (MDT)
- Bracelet of Shielding: is to Shield spell as Bracers of armor is to Mage Armor. Seems balanced, but I'm not sure if it's saying that it doesn't take an item slot (and if it should be allowed to). Formatting seems fine.
- Flicker Dagger: Seems mechanically odd, but workable. Effects don't seem overpowered for the cost.
- Spellbook Imp: Looks like a neat modification of the regular imp, meant to be a familiar that acts as a spellbook (who'da thunk). Seems workable.
- Venalis (deity): Doesn't have a picture, or as much fluff as Mana, but seems properly formatted.
- Glad you seemed to like my stuff; I don't mind if someone takes a crack at rebalancing All-Piercing Arrow (3.5e Spell), as that was the first time I tried to make a custom spell, somewhat as an exercise, and I was trying to err to the side of caution when working on its abilities. As for Elementalist, Tirr (3.5e Prestige Class), I would caution that it isn't -just- a free metamagic -1 cost. It is only for specifically typed spells (although I freely admit there are plenty) that is designated at the first level of the class. So, the metamagic -1 is really only eligible for limited spells of that designation, as are all features of the class. I'd also recommend finding a way to balance it, if you insist that it needs to be, away from removing a spell-casting level. I feel as though full-casters find themselves shunned away, or even shun, themselves, prestige classes that do so, and I find it hard to blame them. Jwguy (talk) 18:00, 10 April 2015 (MDT)
- Thanks Zau! (Anyone who helps me sort through the 3.5e stuff [or anything really] will be credited). Marasmusine (talk) 01:58, 12 April 2015 (MDT)
I got an idea of quest that involve a mad wizard, a strange tower, and demon possession. So all the good stuff, but I will need a major help since I never made a quest before. 22:17, 15 April 2015 (MDT)
- There's more-or-less a step-by-step guide for making quests in the DMG, I would start by reading that. I can help if I can! Marasmusine (talk) 01:54, 16 April 2015 (MDT)
- As per a section of text in the DMG, the wizard absolutely MUST be named Ray. I have a lot of experience building adventures, feel free to ask assistance at any time. As Marasmusine, large adventures are probably not so great here, while small one-shot dungeons and the like, something that only occupies a page or two, would be optimum. Coincidentally, that's the best place to start with writing an adventure! Kydo (talk) 13:18, 1 May 2015 (MDT)
After some consideration, I'd like to devote an issue (maybe issue 2) to "Magic Weapons". This is because Illusionary Weapons Master doesn't quite fit the theme I'm going for in issue 1, and I've been mulling over my Conjuration (4e Mage School) which also has a magic weapon theme. Plus we also have lots of magic weapon pages. Any objections? Marasmusine (talk) 01:39, 19 April 2015 (MDT)
- So like a bunch of Soulknife type classes? Summoned weapons? I could dig it. I've got some other classes that could fit that too, like my Grenadier PrC. --Salasay Δ 06:09, 19 April 2015 (MDT)
- Sounds like a good idea. We could throw in a Soulknife rework (since that's one of the worst base classes in the game). Give it minimum +10 weapons like it ought to have (and maybe even epic weapons), full BAB and all the fighter weapon focus feats when using the mind blade. Zau (talk) 11:04, 19 April 2015 (MDT)
That is looking freaking awesome! Can't overstate how happy I am to see it prefaced by Clarke's Third Law. I also noticed that the title apparently belongs to a brewhouse? I would like to put forward "Houserule Magazine" again, as I rather like the ring of it. I'm also considering writing an abstract examination of necromantic and resurrection magic, comparing, in an in-game voice perspective, the differences between resurrection, undeath, and animation magic. Kydo (talk) 13:20, 1 May 2015 (MDT)
- Welcome back Kydo, I'm going to go with your title suggestion, and I look forward to your piece. Plenty of time, as I haven't even started looking at 3.5e material properly.
- I must say I'm a little embarrased about having "Author: Marasmusine" under most things in the magazine. If I've edited an article, which of course I'm going to, then I need to be credited per the copyleft license. Maybe it would be better if instead there was an "author index" at the end of the magazine? (And that would free up a bit of space on each page) Marasmusine (talk) 13:47, 1 May 2015 (MDT)
- I was thinking maybe not explicitly including D&D in the name, and instead putting "MAGAZINE" in smaller size under the title off to one side, like professional magazines... On the other hand, not having any clear statement of what the mag is about could be kind of misleading or confusing. Kydo (talk) 16:03, 1 May 2015 (MDT)
- Ah, a thought. What if, beneath the tital in a small font it said "The D&D Wiki Magazine". Professional, and clear on meaning and identity. Kydo (talk) 21:13, 1 May 2015 (MDT)
- Revised version Kydo (talk) 01:11, 2 May 2015 (MDT)
Just want to let everyone know that I am still working on this but things are going slower due to me having a rough time IRL. This will be published even if I have to spend 6 months working alone on it. We do have a fair amount of content now, but one thing is missing that really ought to be in - 3.5 spells. You (you!) can help by picking out your favourites for me. I favour utility spells or spells-about-magic or just anything interesting. Thanks! Marasmusine (talk) 13:31, 22 May 2015 (MDT)
- Trying to come up with some interesting spells.... not my forte, but I'll try. --Calidore Chase (talk) 03:27, 25 May 2015 (MDT)
What's left to do? I have to tie a bow on this at some point.
I have a half-page gap in 5e Creatures 4e rituals (there's 3) don't quite fit onto a half-page, so I either need to 1) knock it down to 2 rituals, 2) Edit a few more rituals to standard and find something else for a half-page. Some more 3.5e feats to fill up the page
- I can't publish this without some 3.5e spells!
- I want to fit 20 trinkets in - they don't quite fit in after the Editorial so they've gotta go somewhere else.
What's not going in?
- I could not find a 4e race that I'm happy with. There are some candidates, but they would need some serious editing.
- I haven't even looked at 3.5e races
- Ditto classes (we at least have one 3.5e prestige class included)
Okay everyone, I'll be wrapping this up over the next few days, I think we've got some good content that covers most of the bases, I just have some formatting issues to clear up (look at that ugly orange "author index" entry in the contents... just can't seem to fix that...)
Featured Article Review
- Oppose — I think that being an FA brings attention to the hard work in the magazine, and since each article is reviewed as part of the magazine process the entire publication merits the FA status. I also feel that it is a good way to bring FA attention to smaller pages like equipment items, etc through their themes. For me, the compilation of the magazine together with a theme goes beyond the states required for FA comprehensive pages (minimum three paragraphs, and mechanics, etc). --Green Dragon (talk) 06:51, 2 October 2016 (MDT)