The WEGS Fray

The Twelve Rolls of WEGS-mas

To coincide with the 12 Days of Christmas, it’s time for the annual rolling of the trove! Over the course of the next twelve days, we randomly determine trove via our…

GameWick News

Feb 3 – Dice Hog Day 2017

Here at GameWick HQ, February 3 is Dice Hog Day (the day after those other famous hogs makes their prediction). Early this morning (well not too early because the Dice…

Shuffling Horrors!

Roswell 51: Mid February Update

A quick update on the status of the next exciting release in our Shuffling Horror line – Roswell 51! I am currently waiting for the printhouse to upload the final…

Cast & Blast-Halloween Edition

October 31st, 2016

Blog-Pic-CastBlast-600A Halloween treat for the fans – new spells! One with a bunch of tentacles. One with a ghostly guardian. One that’s just bloody disgusting (a real gutbuster).

Tentacleeze (Magic/Sea)

Four tentacles sprout from the mage’s sides forming a wall of flailing fury between the mage and their foe. Each tentacle is treated as a Level 2/22 minion that may attack at the spante. The mage also benefits with +20% Invulnerability due to tentacle coverage (5% per). Engaged foes may directly attack the tentacles. Destroyed tentacles don’t grow back. A mage can command each tentacle to either (a) attack and cause damage or (b) grasp (automatic hit on foe in SQR range). Each tentacle grasping a foe earns a cumulative 20% chance to hold that foe in a Lost Action Phase. For example, four grasping tentacles has an 80% change to LAP that foe.
Target: Self
Type: Special Effect+Attack
Range: All touching squares.
Use: Normal
Upkeep: Normal

Wizard’s Wiffler (Magic)

The mage is protected by an invisible ghostly guardian called the wiffler. Each inning, the wiffler blocks an area of four connected squares (like a wall). The mage can declare this block upon being attacked, it is then set for the inning. The wall can be re-positioned each new inning. Those attacking will not know where the block begins/ends. No one can physically pass through or occupy the guarded area; those attempting to do so are stopped and struck for (d10 x Level) non-enchanted wounds. Foes are allowed a Stealth Rank Only invulnerability test versus this damage. The mage also gains a +20 INV bonus versus any ranged attack that passes through the wiffle zone. If the mage actively engages a similarly sized foe (moves into their space), the wiffler knocks that foe back 1 square in a random direction (the foe is allowed an SRO invulnerability test to resist the push). The mage may double the guard and summon two wifflers (who can then provide full perimeter coverage (all 8 squares surrounding the mage)). This doubles the knockback ability (two foes can be knocked or a single foe twice the mage’s size). The wall’s height is 4 SQR.
Target: Self
Type: Special Effect+Attack
Range: All touching squares.
Use: Normal
Upkeep: Normal

Twisted Innards (Magic/Nekromagic)

The mage targets one foe within range causing their guts to painfully churn, burn, and roil. The foe suffers a half-stat penalty for all actions, and strengths are based on these diminished numbers. At each spante, there is an Frozen Roll chance that the foe soils itself; if so, the foe suffers (d6 x d6)+SPS wounds. To make matters worse, if any damage total is greater than the victim’s full/normal base Wounds, the victim suffers a (d6 x d6) Near Death Experience. Failing the NDE roll results in one bloody awful explosion of innards upon those nearby.
Target: Other
Type: Attack
Range: 12 SQR.
Use: Normal
Upkeep: Normal

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Cast & Blast-Transmogrify

July 19th, 2016

Blog-Pic-CastBlast-600We’ve been playtesting the Nekromagiker for a few years now, just haven’t officially unleashed him. Until we do, any old mage can have fun with this one. The alternate use allows the mage to threaten that he’ll “turn you into a zombie if you don’t watch out!”. Sure, it’s only temporarily, but can cause all sorts of mischief.

Transmogrify (Magic/Nekromagic)

The mage takes on a grotesque and rotting pallor, resembling a zombie, ghoul, dungeon skum, or other shambling undead abomination. While so enchanted, the mage benefits from an aura of FEAR (4 ESQR range, Spell Level x 11% effectiveness). The appearance allows the mage unfettered passage among undead creatures whose minion level is less than or equal to spell level; minions of higher levels have an (11% per higher level) chance to detect the deceit. The rotting effect can be extended across multiple targets in the mage’s company (within a 4 ESQR range); each additional target increases the upkeep by one spoint. Alternate use allows the mage to transmogrify a single, humanoid-sized distant target up to 12 SQR away (includes FEAR effect); an unwilling target can halt the change via a Resist Magic test (each successful resistance temporarily stops the progression of the transmogrification; it does not dispel the spell).

Target: Self (+Group) or Other
Type: Special Effect
Range: Group-4 ESQR. Single Target-12 squares.
Use: Normal.
Upkeep: Normal. Group: +1 spoint per extended target.

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Cast & Blast-Trotting Torches

July 2nd, 2016

Blog-Pic-CastBlast-600Our Cast & Blast series resumes with another twist on the spells we grew up on (you know… the the classic Basic Dungeons & Dragons spells for Magic Users and Clerics). This week we conjure up a MU wonderment!

Trotting Torches (Magic)

The spell conjures a quartet of magic torches, wisps of ethereal light that have been pulled forth from the Etherlands. Oft times, they are simply conjured for chamber illumination (each light illuminates two squares in all directions, a cumulative effect if clustered). However, the torches can be used to hover in the air around a specified target or be clustered to appear as a single bonfire. The mage can control where each moves and how high/low they float (at the Spante). Optionally, the mage can send the lights off in any direction, making them appear to be a group of adventurers marching along; they trot at a rate of up to 8 SQR per inning. Once a torch is beyond a 24 SQR range it cannot be recalled and when beyond 48 SQR it begins to fade (vanishing in four innings). The orbs are never instantly extinguished; each will glow up to four innings after their upkeep ends.

Target: Other
Type: Special Effect
Range: 24 square control. 48 square upkeep.
Use: Normal
Upkeep: 1 spoint per spante (regardless of number of torches remaining). Light lingers for 4 innings beyond upkeep.

SPELL NOTES

The Use category defines the number of times a spell may be cast per day. Basic spells typically have unlimited/normal use. Powerful spells have restrictions. “(SPS/4) per day” is such a restriction; the number of times this spell can be used is set by the caster’s SPS score divided by four. For example, a mage with 8 SPS may cast such a spell twice per day.

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Cast & Blast-A New Series!

December 17th, 2015

Blog-Pic-CastBlast-600Greetings, Old Skoolers! Isn’t it time you learned some new spells?!? Well, that’s just what this new Cast & Blast series is going to do for you! Now, don’t go grumbling about having to learn new things. Spelljamming is way more fun than pulling rot grub out of your chainmail skirt, and this stuff is going to be twice as much fun as that!

If you are a true old skooler, you’ll see that these spells trod on some familiar ground that’s near and dear to your dungeon-delving heart. This series is our twist on classic Basic Dungeons & Dragons spells for Magic Users and Clerics. This week we serve up a couple of Level 1 bedazzlers; one for the Mage and one for the Sage.

Silver Tongue of Saroo (Magic)

The mage can use this spell on a single two-legged target that (a) is no larger than twice the mage’s size and (b) whose Ingenuity is half that of the mage’s. The target cannot be undead, animal, or vegetable. The target is completely under the mage’s charm, believes what the mage says as truthful, and will follow the mage’s suggestions and advice. The target must be able to comprehend the mage’s spoken instructions; the charm is not a form of mind control or telepathy. Each time the target suffers wounds due to the mage’s suggestions, the target is allowed to make an Ingenuity test to become aware of the deceit and question their current course of action. When the spell expires, the target may suffer slight confusion as to why they performed the actions they did, as if affected by temporary amnesia.

Target: Other
Type: Special Effect
Range: 12 squares + Special
Use: (SPS/4) times per day.
Upkeep: On a successful casting, the mage immediately expends 8 spoints (2 x Spell Level 4); no other upkeep is required. Mage’s Ingenuity sets the number of game minutes the spell lasts (e.g. a 64 Ingenuity score grants a 64 minute enchantment).

Lesser Orb of Healing (Mystic)

The sage is granted four healing orbs that can be immediately directed to the desired target(s). A target can only benefit from one orb per inning, however, all four orbs can be sent to four different targets that first inning. After the initial casting, the orbs can only be used at the Spante (non-action). Each orb heals 2d6 + SPS wounds.

Target: Other
Type: Renewal
Range: 12 squares
Use: (SPS/4) per day
Upkeep: Normal

SPELL NOTES

The Use category defines the number of times a spell may be cast per day. Basic spells typically have unlimited use. More powerful spells, however, will have restrictions. “(SPS/4) per day” is such a restriction; the number of times this spell can be used per day is set by the caster’s SPS score divided by four. For example, a mage with 8 SPS may cast such a spell twice per day.

Shuffling Horror – A Creepy Card Game

Live on Kickstarter thru January 15, 2016!

BAN-HP-Shuffle-Board-Alive

 

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