Ability Tuesday-Encourage

This ability simply reflects the character’s ability to cheer team mates on to a better performance. Levels in this ability increase the bonus to the target’s activities more quickly than Charisma does, but Charisma is also an important factor.

It is a valuable minor ability for support characters. Some examples:
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Monster Monday-Pacifier

“Who goes there?”

“I need to speak to the general, this war must end.”

“I’m not sure you want to go talking to him about that.”

“Trust me.”

“Well, then, um, right this way, sir.”

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August RPG Blog Carnival Round Up

You guys had me worried that I’d picked a topic too taboo to even talk on, but the community came through with several great posts on the topic. Speaking of which, the topic for September, starting tomorrow over on Dice Monkey, is about The RPG Blogging Community, so head on over there in the next couple days to get your wonderful creative juices flowing on the topic.

In the meantime, let’s take a look at what the community had to say about devious dungeons:

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Saturday Spell-Cave In

CaveIn“Get that door open!”

“It’s stuck!”

“We can’t handle this many goblins right now.”

“I’ve got it.  I’ll slow them. On Ki Loa”

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Character Thursday-The Stewards of the Deep Darkness

The Stewards are an eclectic group. Though most are intended for service as stewards from a young age, many are thrown into the life having already had a life apart previous. They have in common their fanaticism for Quudala and each plays a part in the workings of the Deep Darkness.

Many are needed to prepare food and drink for the Stewards. Others are required to guard the sacrificial offerings. Still others patrol the ritual ground seeking intruders or receiving pilgrims. These jobs are often relegated to those with few other useful skills, classless Stewards or otherwise Soldiers and Fighters. Other Stewards tend to find a niche or elevate themselves in the ranks to take on more interesting tasks.

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Korgaran’s Megadungeon-Quudala’s Basement (The Deep Darkness)

Quudala’s portion of Korgaran’s Succession lies in the space below the Interdungeon (Sphere). It is therefore sometimes called Quudala’s Basement, though her followers refer to it as the Deep Darkness. With virtually no light in the cavernous ritual ground, the Goblins, Drow, and Gnomes who worship there navigate by infrared vision or echo-location. Any light source entering the cavern is forbidden and will draw both the attention and the wrath of the inhabitants.QuudalaFull Continue reading

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Ability Tuesday-Greater Casting

The primary means for spell casters in Mind Weave to get more power into a spell without adding more time is to use a power syllable. Power syllables, however, add cost, and for higher multiplier power syllables, the added cost is disproportionate to the added power, making the spell inefficient in spell point usage. Gaining levels in Spell Casting also provides an incremental increase from bonus DoP that many casters will benefit from. Greater Casting, however, is an alternate way to spend levels for more power.

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Monster Monday-Brown Dragon

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Imgilidriss woke. He could hear something not far off. Picks on stone? How long had he slept? He needed to investigate. With an effort he turned toward the surface and began to dig. He reached it more quickly than he remembered, and there he saw it. Humans with a castle in the plain above his home. Now that simply wouldn’t do. As they cried out, he set about removing the eyesore from the plain.
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Saturday Enchantment-Balrick’s Heavy Yoke

BalricksHeavyYokeDerrick’s eyes squinted against the sunlight streaming onto him through the prison window. He groaned and turned away from it, trying to fall back to sleep. Surely he had been sleeping for days, but he felt still more tired than when he had begun. This prison was going to kill him. He only hoped the others could clear his name before it did.

If you don’t know the Mind Weave enchanting rules, this resource will help you keep up: Enchanter’s Almanack.

Balrick’s Heavy Yoke

Balrick stands among the most renown of enchanters, famous for the pieces he created long ago when he was charged with retaining the most dangerous of criminals in Ranjou. As the Master of Deeprock Prison, he created Balrick’s Heavy Yoke for political prisoners who needed to die from natural causes in short order. Continue reading

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Mind Weave Class-Priest

For a list of other classes visit the Mind Weave class system description.


Tier: Second

Origins: Cleric, Druid, Monk.

Advancement: Enchanter.

Races: Humans, Dwarves, Orcs, Lizardfolk, Centaurs, Drow, Osprytes, Livecaps

Minimum Attributes:

Strength: 6 Constitution: 10 Dexterity: 14

Wisdom: 26 Intelligence: 20 Charisma: 14

The fully divine advancement of a cleric, The priest is fully dedicated to the service of his god. The powers they receive from their god and great skill with magic make them great supporters for combative groups. They have less combative ability even than clerics, wielding lighter weapons and wearing lighter armor. They are automatically fanatics of their deity and can gain god-granted abilities and skills as normal abilities and skills. Continue reading

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