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Occult Philosophy: Maddening Magic

October 10, 2018
October 10, 2018

As a fantasy game, albeit a dark and sinister one, magic permeates the world languishing under the Shadow of the Demon Lord. One can find it in the ruins of fallen civilizations, in relics pried from the clutches of unspeakable things, and, of course, in the hands of those people with the talent for apprehending magical energies and shaping them into useful forms. In the main rulebook, three of the four novice paths can access the many traditions of magic and, with Bred for Battle, even warriors can dabble in the arcane arts. Since magic plays such a big part in the game’s cosmology, I always felt that free access to magic would broaden the utility of Shadow’s magic system and the numerous spells it offers. For this reason, magic seemed to me the ideal place to start in my efforts to expand the rules and the setting.

Shadow of the Demon Lord includes thirty traditions, from Arcana to Water and everything in between. Each tradition originally offered a set of eleven spells, which gave us 330 spells, not including the spells the game made particular to certain paths. In the years since the book came out, I have added additional traditions, such as Fey in Terrible Beauty, and Invocation in the Demon Lord’s Companion 2, which brought the total number of traditions in the game up to 41. We have also seen new spells added to existing traditions to broaden the offerings by detailing new areas that express the tradition’s central theme. So when I began work on Occult Philosophy,I had loads of spells already, but there’s always room for more, right?

Number 42

As a Douglas Adams fan, I realized 41 traditions would simply not do. After all, 42 is the answer. Now, some of you are probably wagging a finger at me and saying, “But Rob, what about the Blood tradition?” Well, when I was working on Tombs of the Desolation, I thought I would expand magic by offering a slew of minor traditions to supplement the major traditions presented in the main rulebook. After Tombs came out, however, I realized that I could really just express the themes of what were to be minor traditions within the body of major traditions and that by making a distinction between minor and major, I’d be cluttering up the game. Thus, Occult Philosophy pushes all the Blood spells into the Necromancy tradition. Easy-peasy.

But I still needed another tradition. It didn’t take long for me to figure out the one area underserved in magic was madness and insanity. Having a tradition of magic that ravages the minds by calling forth things from beyond the bounds of reality would be pretty sexy, and so Madness, as a tradition, came into being. Here’s an unedited excerpt from the Madness tradition.

Art by Julio Rochá

Madness

With the fate of the world hanging in the balance, some desperate scholars of magic have turned to ancient tomes and use them to commune with strange, alien beings in the hopes of finding some secret knowledge with which they could save their world. From these distant beings, these seekers of occult lore uncovered an entirely new order of magic, one that brings forth impossible, inscrutable energies from across the gulfs of space to serve their commands. Although such magic might be of limited use against demons, it proves itself effective and terrifying against nearly everything else.

The Madness tradition taps into forces beyond mortal reckoning, reaching out into dimensions and realities beyond those known to exist and drawing forth strange energies to spawn horrors that bend and break the mind. Spells from the tradition tax the minds of those who know them and students find the longer they look into the secrets of the tradition, the weaker becomes their grip on reality. All who dabble in this dark art lose their minds and the fearless pioneers who assembled the spells and secrets of the tradition have been sealed away in vaults to protect them from harm and protect others from the unspeakable secrets they reveal.

Each time you learn a spell from the Madness tradition, you must make a Will challenge roll with a number of banes equal to the number of Madness spells you have learned so far. On a failure, you gain 1 Insanity.

Mitigating the Madness

The Madness tradition forces users to peer into dark places and grapple with mind-blasting truths. As a result, most students of Madness wrestle with their sanity, always struggling to cling to whatever shreds they have left until their minds finally buckle and break. However, as users grow more and more accustomed to the horrors of their art, they learn to compartmentalize their weird experiences so they can keep their wits even while gibbering, frothing, and clawing at their bodies. Whenever you roll to end the effects of going mad, you add a bonus to your d6 roll. The bonus equals the rank of the highest rank madness spell you have learned.

Sample Spells

Reveal Unspeakable Truth         Madness Attack 0

Target One creature within short range

You whisper some dark, unsettling truth, causing words of smoke to spill from your mouth and float toward the target where they dissipate. If the target can hear you, make an Intellect attack roll against the target’s Will. If the target has 3 or more Insanity, you make the attack roll with 1 boon. On a success, the target gains 1 Insanity.

If the total of your roll was 0 or less, you instead gain 1 Insanity.

Aid from the Outer Gods                Madness Utility 1

Duration1 minute

You impose 1 bane on attack rolls made against you until the spell ends. In addition, whenever a creature you can see would attack you, you can use a triggered action to gain 1 Insanity and impose 2 additional banes on the attack roll.

Eye of the Outer God                      Madness Utility 3

Requirement You must have at least 1 Insanity to cast this spell.

Duration 1 hour

A bloody eye opens in the center of your forehead and remains open for the duration. The eye lets you see into areas obscured by shadows or darkness as if those areas were lit. As well, your attack rolls ignore banes imposed by cover or obscured terrain.

Furthermore, you can use an action, or a triggered action on your turn, to level your gaze on one creature that can see you and is within medium range. The target cannot avert its gaze. Make an Intellect attack roll against the target’s Will. On a success, the target takes 1d6 damage and gains 1d3 Insanity. On a failure, the eye shows you something you cannot comprehend and you gain 1 Insanity instead.

in Uncategorized /by Schwalb Entertainment

Black Sun Dawn: Legacy of Shadow

October 8, 2018
October 8, 2018

Black Sun Dawn: Legacy of Shadow for Shadow of the Demon Lord RPG

Black Sun Dawn | Legacy of Shadow | Shadow of the Demon Lord RPGThe Cabal of the Black Sun stands as one of the more recent examples of a concerted effort to forestall death. A society made up of deranged wizards and other users of magic, they plunged headlong into darkness after recovering the fabled Black Sun Manuscript, an ancient tome brimming with evil. Using the writings as the basis for their study, they conducted unspeakable experiments, spawning horrors beyond imagining as they sought to find the key to immortality.

Black Sun Dawn reveals this dreaded society, exposing their mad designs and the deranged products of their wicked labors. With this installment of Legacy of Shadow, you can introduce a new threat, one that would reshape the world into its own vile image.

Pick up Black Sun Dawn in PDF on Schwalb Entertainment or DriveThruRPG today!

in Latest Releases, Legacy of Shadow /by Kara Hamilton

Introducing Occult Philosophy

October 3, 2018
October 3, 2018

 

If you haven’t yet heard, I’m launching a Kickstarter campaign in November (the 12th) to crowdsource the production for a new and sexy supplement for Shadow of the Demon Lord. So far, I’ve been able to produce a slew of high-quality digital products that shine lights on various ancestries and spots on the map, reveal details about terrifying creatures, to say nothing of the many adventures available for the game. However, Occult Philosophy is a different sort of beast.

What is It?

Clocking in at around 192 pages with about 800 spells, a dozen or so critters, plus twenty to thirty paths, it’s the biggest release for the game since Shadowcame out around three years ago. A book of this size has a pile of expenses, including art, editing, proofing, layout, and graphic design. And, if the campaign does well enough, we’ll do an off-set print run too.

Q&A

I’m going to make up a few general questions and answer them. In future installments, I’ll get into the nuts and bolts of the book.

Eight hundred spells? Have they been tested?

Yes. I ran a limited playtest with tons of respondents who took the spells out for a spin in their games. From the feedback along with the testers’ insights, I adjusted the design to ensure that they fit the game and work well alongside other spells.

Do spells cover ranks 0 to 5? Do they go higher?

Yep! One of my earliest goals for this book was to reveal magic’s true extent in the setting. Each tradition receives expansions to the basic rank 0 to 5 spells, but also includes a pair of rank 6 spells along with one of each for ranks 7 through 10.

Do we get any new traditions?

For sure. I included one new tradition to bring the tradition count up to 42 (the most important number of all). Madness joins the other traditions, offering ways for you to harness your Insanity and weave it into magic to produce spectacular effects. There’s an Elder Gods vibe to these spells too, and, as a result, raises a few new questions about the game’s cosmology.

How about paths?

Of course! We’re including some guidance for playing characters beyond level 10 (building on the method described in Forbidden Rules). I’m also including a slew of expert and master paths. Expert paths, as usual, ground characters in the setting but also speak to specific traditions or pairs of traditions. Master paths offer alternative takes to mastering the various forms of magic, while also offering options to players who concern themselves with the methods of casting—implements for example.

What about relics and enchanted objects?

I had planned to include a chapter on each, but I ran out of room. I have a product in mind called The Vault of the Demon Lord, which includes new options for enchanted objects, relics, and trinkets. This book gets unlocked as a stretch goal.

What’s your favorite spell in Occult Philosophy?

Hmm. That’s a tough one. I’m pretty partial to them all. Here’s a cool one from the Battle tradition.

God of War                                                Battle Utility 10

Duration 8 hours

Magical power flows into you, transforming you into a god of war. You become bigger, stronger, and far more menacing. Your eyes glow with malice and blood paints your body. Any creature that can see you when you transform must get a success on a Will challenge roll with 3 banes or gain 1d3 Insanity. Until the spell ends, gain the following benefits:

  • You gain a +50 bonus to Health
  • You cannot gain Insanity
  • You make attack rolls with 3 boons
  • Your attacks with weapons deal 5d6 extra damage
  • You impose 3 banes on the attack rolls made by creatures against you
  • At the end of each round, each creature you choose within your reach takes 3d6 damage

Aftereffect You must make a Will challenge roll with 5 banes. On a failure, you gain 3d6 Insanity and take a –1d6 penalty to Power that lasts for 1 week and 1 day. If you would go mad as a result of this Insanity gain, you suffer Battle Madness (see Shadow, page 118) as normal, but the madness ends only on a roll of a 6 and you take 2d6 damage at the end of each round until the madness ends.

 

in Developer Notes, News and Events, Sourcebook /by Schwalb Entertainment

Nessus: City of Decay

September 24, 2018
September 24, 2018

Nessus: City of Decay | Lands in Shadow | Shadow of the Demon Lord RPGNessus: City of Decay

Lands in Shadow for Shadow of the Demon Lord

City of Decay details the tragedy that befell Nessus, the First City, revealing the wonders and wealth the city held before its catastrophic collapse. In these pages, you’ll find details on the city as it stands now, covering the various locations of import, along with notable peoples, adventure ideas, and more to make this strange and haunted place the perfect backdrop for your adventures and campaigns. Although many believe Nessus to be beyond hope or in its death throes, the First City has not yet surrendered to the long night.

This entry into the Lands in Shadow series offers everything you need to present the city in your Shadow of the Demon Lord games, as well as presenting several new characters, foes, and tools for building the ruins and infesting them with terrors to vex your groups. As well, City of Decay reveals details on the Order of Light, the religion from which the Cult of the New God sprang!

Grab your copy of City of Decay on Schwalb Entertainment or DriveThruRPG today!

in Lands in Shadow, Latest Releases /by Kara Hamilton

From Beyond This World: Monstrous Pages

September 10, 2018
September 10, 2018

From Beyond This World: Monstrous Pages for Shadow of the Demon Lord

From Beyond This World: Monstrous Pages for Shadow of the Demon Lord RPGIt usually begins with random dissections of farm animals, such as pigs, cattle, and even horses. After that, the children go missing—the foolish or the unwanted, the strays and orphans who won’t be quickly missed. Soon, though, they’re found in the same condition as the mutilated livestock, precisely divided into so many oddly shaped parts, spread out and arranged in mysterious patterns, the cuts and slices impossibly neat, well beyond the skill of the finest chirurgeon in Rûl.

For those few who know the meaning behind this, the strange, bloody remains are an obvious sign: the reen have arrived, with an obsessive curiosity that drives them to brutal and horrific experimentation on the denizens of Urth.

From Beyond this World joins other installments of Monstrous Pages by revealing secrets of some of the most notorious creatures found in the world. In the following pages, the reen receive extensive treatment, details that highlight their origins, activities, and new options to make them the perfect antagonists for your Shadow of the Demon Lord adventures!

Pick up From Beyond This World in PDF from Schwalb Entertainment or DriveThruRPG!

in Latest Releases, Monstrous Pages /by Kara Hamilton

City of Blood: Lands in Shadow

August 27, 2018
August 27, 2018

City of Blood: Lands in Shadow for Shadow of the Demon Lord RPG

City of Blood | Lands in Shadow for Shadow of the Demon Lord RPGYou hear the roar of the crowd before you can see any but the tallest towers. Closer, you see the city’s new outer walls, still half-built and swarming with workers sweating in the swampy humidity. Humans, dwarfs, orcs, and others besides, slaves and free, clamber over scaffolding as the black stone walls rise. Another cacophonous roar splits the air as you pass through the gate, its basalt exterior decorated with reliefs and statues of men and women, gladiators, spilling each other’s blood. The city is near deserted, its buildings of gloomy basalt and brilliantly painted wood and plaster facades empty except for patrolling guards and nervous would-be thieves. Everyone else, human and nonhuman, men, women, and children, are gone, gathered at the giant arena of the Crucible for the grand carnival of violence.

The distant crowd screams again. Welcome to Qif, the City of Blood.

City of Blood, the latest installment in the Land in Shadow series, lays bare the secrets of one of the most violent city-states on the continent, offering a tour through its blood-stained streets and glimpses of the daily carnage of the fighting arenas. Whether you’re coming for a visit or an extended stay, Qif is not a place for the faint of heart.

Pick up City of Blood in PDF from Schwalb Entertainment or DriveThruRPG today!

in Lands in Shadow, Latest Releases /by Kara Hamilton

In Pursuit of Power: Paths of Shadow

August 13, 2018
August 13, 2018

In Pursuit of Power: Paths of Shadow for Shadow of the Demon Lord RPG

Magicians display the widest range of capabilities of all characters who follow novice paths, thanks to the spells they learn from the magical traditions they discover. One magician might delve into the darkness of Necromancy, creating undead thralls to protect and accompany her on her adventures, while another could pick up a sword and find the magic in it, discovering the Battle tradition to enhance his fighting abilities.

Until now, magicians differentiated themselves largely by their spells, but In Pursuit of Power offers them much more flexibility and versatility. Now, magicians can swap out the talents they would gain from their novice path for those related to the traditions they’ve discovered. As a magician, your talents could reflect your growing mastery of your particular traditions, providing new choices and abilities beyond those available in Shadow.

If you have what it takes to learn and wield magic, unleash your newfound potential with the latest Paths of Shadow entry: In Pursuit of Power!

Pick up In Pursuit of Power in PDF at Schwalb Entertainment and DriveThruRPG today. In print soon!

in Latest Releases, Paths of Shadow /by Kara Hamilton

City of Gold: Lands in Shadow

July 30, 2018
July 30, 2018

City of Gold: Lands in Shadow

City of Gold: Lands in Shadow for Shadow of the Demon Lord RPGAll gold flows from Kem, thus giving it the name “City of Gold.” No other city—no province or even kingdom, for that matter—can claim a level of wealth comparable to that possessed by Kem, and the infamous financial power known as the Vault based there. Kem’s influence reaches everywhere, from the Crusader States bounding the Desolation in the north to the holdfasts of Blötland in the far south. The City of Gold has lifted many nations up to the heights of power, and cast down into ruins any who crossed them. And so Kem moves on the world stage with unchecked might, an economic force without rival, whose financial influence translates easily into political and even military power.

This installment of the Lands in Shadow series follows other entries that detail the Confederacy of Nine Cities. As the most powerful and influential of the great city-states, Kem’s presence and power cannot be understated, and all fear displeasing the city’s leaders, as well as the Vault, who pulls their strings, lest they court economic ruin.

Buy your copy in PDF at Schwalb Entertainment or DriveThruRPG today!

in Lands in Shadow, Latest Releases /by Kara Hamilton

Malicious Mischief: Monstrous Pages

July 16, 2018
July 16, 2018

Malicious Mischief: Monstrous Pages for Shadow of the Demon Lord

Malicious Mischief: Monstrous Pages for Shadow of the Demon Lord RPGScholars point those curious about the faeries and their ilk to old tomes whose parchment pages hold ancient stories and legends, but the best source of knowledge is the folklore hiding in plain sight. The weary midwife who mops away the tears after losing another beautiful babe to the Goblin King, the portly farmer who scratches his head in wonder over his singing swine, and the stable-boy who keeps an iron nail over his heart lest the pooka get him again—such commoners brim with tales, gossip, and first-hand accounts of the Fair Folk, for they’re the most likely to run across such beings in their day-to-day lives. As outlandish and strange as their customs might be, a traveler would always do well to listen and learn, for the faeries are a tricksy breed, filled with malicious mischief.

In Malicious Mischief, three new darkly humorous faeries join the ranks of the fey folk in this installment of Monstrous Pages. You’ll find everything you need to know to introduce welterkin, menhyads, and perookas into your games.

Buy the PDF today on Schwalb Entertainment and DriveThruRPG!

in Latest Releases, Monstrous Pages /by Kara Hamilton

In the Emperor’s Secret Service: Legacy of Shadow

July 2, 2018
July 2, 2018

In the Emperor’s Secret Service: Legacy of Shadow for Shadow of the Demon Lord RPG

Emperor's Secret Service: Legacy of ShadowIn the Emperor’s Secret Service reveals a clandestine organization founded to look after the Empire’s interests. Called the Compact, this group strives to maintain stability and stay ahead of the Empire’s enemies. With the Empire in turmoil and the Orc King Drudge seated on the Alabaster Throne, the Compact struggles to put right what has gone horrifically wrong. With this supplement, you can introduce a whole new element of intrigue into your Shadow of the Demon Lord campaigns!

Buy In the Emperor’s Secret Service in PDF at Schwalb Entertainment or DriveThruRPG today!

 

in Latest Releases, Legacy of Shadow /by Kara Hamilton
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