Mar 29, 2025

Making Wish Spells Go Wrong

 There are few things as exciting for a player as having access to a Wish. And nothing more challenging to a DM than how to make the Wish go terribly, terribly wrong. Making a Wish spell go sideways can add drama, unpredictability, and sometimes even humor to a game. Let's talk about that.

Perhaps the classic way to handle this is to be absolutely, autistically literal about the very precise wording of the wish. For example a magic-user wishes for “a mountain of gold,” and a literal mountain of solid gold materializes—crushing them and everything nearby. Or a thief wishes for “the strength of a dragon” and turns into a dragon, unable to fit through normal doors or communicate easily.

But there are many other ways to make the players wish they'd never had a Wish.

Malicious Genie / Trickster Magic

The wish is granted in a way that punishes or inconveniences the caster. Examples:

A fighting-man wishes to be the greatest warrior in the land, so every other warrior in the world is suddenly weaker—causing armies to collapse and civilizations to fall into chaos.

A magic-user wishes to be immortal but discovers that they cannot die… or heal from wounds, leaving them stuck in a broken, suffering state.

Unexpected Side Effects

The wish works, but with unintended consequences. Examples:

A cleric wishes to resurrect a fallen ally, but the soul is placed in the wrong body (like a goblin’s or a skeleton’s).

A nobleman wishes to be beloved by all, only for people to become dangerously obsessed, following them everywhere and never leaving them alone.

Cosmic Repercussions

The wish affects the entire world, causing unintended large-scale problems. Examples:

A bard wishes to be the most famous person in the world, causing history to rewrite itself so they are credited with every heroic deed—making actual heroes furious at them.

A wizard wishes to understand all magic, but this overloads their mind, causing them to forget who they are and lose all ability to cast spells.

Summoning Unwanted Attention

Powerful beings (gods, demons, fey, or cosmic entities) take notice of the wish and demand a price. Examples:

The wish succeeds, but an archdevil or fey lord considers it a challenge and starts meddling in the caster’s life.

The act of wishing rips a hole in reality, releasing something ancient and powerful into the world.

Monkey’s Paw / Balance is Required

For every wish granted, something of equal value is taken away. Examples:

A magic-user wishes for eternal youth, but their closest loved ones begin to age at an accelerated rate.

A barbarian wishes for a legendary magic weapon, but the weapon was stolen from an ancient guardian, who now hunts them relentlessly.

7. Glitchy Magic / Incompetent Reality Shaping

Reality doesn’t quite cooperate with the caster’s wish. Examples:

A paladin wishes for a castle to call their own, and a castle appears—floating 100 feet in the air with no way to reach it.

A monk wishes to be faster than any creature but moves at uncontrollable speeds, making it impossible to stop.

Reinterpretation by Alignment

The force granting the wish is influenced by its alignment or nature. Examples:

A chaotic entity twists wishes into bizarre or ironic forms.

A lawful being grants the wish strictly by the rules, even if that makes it useless.


To round this out, here is a table of 100 Wish spell mishaps.


d100 Mishap

01 The Wish succeeds but leaves the caster permanently mute.

02 The wish summons a genie, fey lord, or devil who mocks the caster and grants the wish with a terrible twist.

03 The Wish fails spectacularly, causing the caster to forget how to speak for 1d10 days.

04 The caster is now allergic to magic, suffering 1d6 damage whenever they cast a spell.

05 A random enemy of the caster benefits from the wish instead.

06 The wish is granted, but the caster's alignment flips (e.g., Lawful to Chaotic).

07 The caster is permanently followed by a tiny rain cloud that only hovers over them.

08 The Wish rewrites history, causing a paradox that attracts the attention of powerful beings.

09 A nearby town disappears, erased from existence as part of the wish’s energy cost.

10 The caster gains true sight but can never again see illusions, disguises, or dreamlike images.

11 The Wish creates a perfect duplicate of the caster who now believes they are the real one.

12 A powerful outsider (god, archfey, fiend) claims that the caster is now in their debt for the wish’s fulfillment.

13 The caster ages 10d10 years but gains no other benefits.

14 The Wish succeeds, but the caster is cursed to speak only in rhyme forever.

15 Every time the caster sleeps, they wake up in a different part of the world.

16 The Wish only lasts for 1d10 days, then violently reverses itself.

17 The caster’s shadow comes to life, stealing from them at night.

18 The wish works, but the caster is now a target for bounty hunters who believe they stole a divine relic.

19 The wish creates a prophecy about the caster, attracting cults and doomsayers.

20    The Wish functions normally, but the caster loses the ability to make decisions, requiring others to guide them.

21 The caster can no longer lie, no matter what.

22 The caster loses all memories of the past year.

23 The Wish summons an alternate timeline version of the caster who resents them.

24 The caster is permanently invisible but cannot interact with the physical world.

25 The Wish turns all metal in a 1-mile radius into gold, collapsing economies.

26 The caster’s voice now booms like thunder, even when whispering.

27 The caster attracts a trickster god’s attention, and they start altering small things in their life.

28 The Wish summons a creature from another universe that doesn’t belong here.

29 Every time the caster speaks, they accidentally cast a random spell.

30 The Wish creates a permanent illusion of the caster's worst fear in their presence.

31 The caster can now hear the thoughts of every living creature nearby, causing madness.

32 The wish is granted, but the caster is now an undead creature.

33 The wish replaces the caster's memories with those of a different person.

34 The wish attracts a swarm of imps or gremlins who begin following the caster around.

35 The caster's name is erased from history, and no one remembers them.

36 The Wish summons an ancient dragon, who believes the caster owes them a favor.

37 The caster's skin turns into an unbreakable gemstone, making it impossible to move.

38 The caster becomes permanently ethereal, unable to interact with the material world.

39 The Wish succeeds, but the caster forgets why they wished for it.

40 The caster now glows in the dark, making stealth impossible.

41 The Wish turns the caster into a random small animal for 1d10 days.

42 The caster gains the ability to speak to plants, but they never stop talking.

43 The Wish fails, and instead a massive chasm opens where the caster stands.

44 The caster permanently sees ghosts and spirits, even when they don't want to.

45 The Wish creates a permanent eclipse over the caster’s current location.

46 The caster’s next 1d6 wishes automatically fail.

47 Every time the caster casts a spell, something random teleports nearby.

48 The caster’s reflection talks back to them, giving unwanted advice.

49 The caster is now trapped in their own mind, experiencing time differently.

50 The Wish succeeds, but a random god demands a favor in return.

51 The caster can no longer be physically harmed, but they feel all pain at 10x intensity.

52 The Wish creates a permanent rain of frogs in the region.

53 The caster gains a doppelgänger who tries to steal their life.

54 The Wish succeeds, but everyone around the caster forgets them.

55 The caster loses all emotions permanently.

56 The Wish makes the caster the ruler of a kingdom they have never heard of.

57 The Wish summons a cosmic horror that starts hunting the caster.

58 The caster can now only communicate in riddles.

59 The caster’s ears disappear, making them deaf.

60 The Wish creates a black hole, sucking in everything nearby.

61 The caster is transformed into a living statue—aware, but immobile—for 1d100 years.

62 The Wish creates a magical copy of the caster’s worst enemy, empowered and set loose.

63 The caster permanently emits a distracting musical jingle wherever they go.

64 All of the caster's gold turns into screaming faces for 1d10 days.

65 The caster is transported to a mirror dimension, where everything is reversed.

66 The Wish draws the attention of Time Wardens, who claim it violated cosmic order.

67 A cataclysmic storm forms and follows the caster wherever they travel.

68 The caster's body and soul separate, each developing different personalities.

69 The Wish creates a "perfect future", which is actually a sterile dystopia.

70 The caster is now cursed to speak the opposite of what they mean.

71 Every animal the caster meets now talks, but only insults them.

72 The caster’s soul is now visible to others, glowing and vulnerable.

73 A mysterious organization believes the caster is a messianic figure—and won’t take no for an answer.

74 The Wish causes a localized time loop, repeating the same day until undone.

75 A random deity adopts the caster as their chosen one—and expects obedience.

76 The caster begins uncontrollably leaking raw magic, causing random effects each day.

77 The caster's bones become rubbery, giving them disadvantage on Strength-based checks.

78 The caster now sees the future in fragments, but cannot control when.

79 The Wish succeeds—but only in another plane of existence.

80 The caster is replaced by an identical person with completely different memories.

81 The caster’s shadow grows 10x larger and begins acting independently.

82 The caster is cursed to believe the Wish did not work, no matter what.

83 The Wish wipes out an entire species somewhere in the world.

84 The caster’s blood turns to silver, beautiful but poisonous to themselves.

85 All written records of the caster are erased, even magical ones.

86 The Wish opens a permanent rift to a chaotic plane nearby.

87 The caster loses the ability to dream, and cannot benefit from long rests.

88 A phantom version of the caster haunts them, whispering doubts.

89 The caster’s teeth turn to gemstones, valuable but awkward.

90 The Wish turns the caster into a myth, warping reality so they never truly existed.

91 The caster now radiates a wild magic aura, triggering surges frequently.

92 The Wish is granted by an ancient machine god, who now tracks the caster.

93 The caster’s body becomes a portal to an unknown world—sometimes it opens.

94 The caster gains a curse that affects all future wishes they or allies make.

95 The caster forgets how to read and write, permanently.

96 The Wish merges the caster with a random creature, creating a bizarre hybrid.

97 The caster is now the center of a new religion, complete with fanatical followers.

98 The Wish causes the stars to realign, bringing about a prophesied end-time.

99 The caster is split into two entities, each with half their stats and personality.

100 The Wish causes the universe to reboot, changing class, race, and identity of everyone in the party (and confusing the DM).





Mar 20, 2025

Another Greg Bell Lift

Let’s talk about Greg Bell, the artist behind some of the earliest visuals in Dungeons & Dragons. It’s no secret that Bell wasn’t exactly crafting his work from scratch—he lifted a good chunk of his art from other sources. Now, before you grab your pitchforks, hear me out: as a professional artist myself, I’m not clutching my pearls over this. In fact, I’d argue it’s not as scandalous as it might sound. Artists have been begging, borrowing, and, yes, stealing ideas since the second caveman to draw an aurochs on the cave wall did. The trick is in the spin—taking something old and breathing new life into it, giving it a creative twist that makes it your own.

Take Norman Rockwell, for instance. In his semi-autobiographical gem, My Adventures as an Illustrator, he casually admits to swiping a pirate ship straight from Howard Pyle for his family tree illustration. No apologies, no fuss—just an artist solving a problem with a little help from a predecessor. And Rockwell’s hardly alone. Comic book artists are notorious for this kind of thing. Sometimes, you’re stuck, you can’t find the perfect reference, and lo and behold, another artist has already nailed the composition you need. Why reinvent the wheel when it’s rolling right in front of you?

Greg Bell, though? He was no seasoned pro. He was a young, amateur artist thrust into the wild, scrappy early days of D&D. So, I’m inclined to cut him some slack. What fascinates me more than the act of borrowing itself is playing detective—tracking down the origins of his pilfered pieces. It’s like a treasure hunt through illustration history, and I recently stumbled across a gem I’m not sure has gotten attention. (Maybe it has, and I just missed the memo—let me know if I’m late to the party!)

Here’s the scoop: the cover for The Underworld and Wilderness Adventures, one of those iconic early D&D booklets, looks like it was lifted almost wholesale from N.C. Wyeth’s The Winged Horse, an illustration from Legends of Charlemagne published back in 1924. The resemblance is uncanny—same wing shapes, same pose. Wyeth’s work was a goldmine of dramatic storytelling, and Bell clearly saw the potential to repurpose it for the cover.

So, chalk it up as another entry on the ever-growing list of Greg Bell’s “inspirations.” Is it plagiarism or just a clever nod to the giants who came before? I’ll let you decide. For me, it’s a reminder that art—especially in those rough-and-tumble early gaming days—was less about originality and more about getting the job done. And honestly? There’s a certain charm in that hustle.




Mar 17, 2025

Happy St. Patrick's Day, Here are some Celtic Legends


My love for mythology in tabletop RPGs started with Deities & Demigods, later I discovered its predecessor Gods, Demigods, and Heroes. This slim volume offered a brief but fascinating look at mythological figures with original D&D stats. While its scholarship may have been a bit thin, especially by modern standards, I’ve always appreciated its brevity. Mythology is a vast and complex subject, and distilling it into something gameable is no easy feat.

The real standouts in the book were the Hyborea and Elric sections—bringing the worlds of Robert E. Howard and Michael Moorcock into the game. However, I’ve always wished that instead of a broad survey, early TSR had released dedicated books focused on specific mythologies, diving deeper into their themes, creatures, and deities for use in OD&D.

That’s why I’m so excited about a new project from my longtime friend and game design partner, Rob Stone. Rob, a passionate scholar of Celtic mythology (and a proud Irishman), has written Celtic Legends: Faeries and Spirits, the first in a series exploring the rich folklore of the Celtic world. I’ve had the pleasure of contributing to the book’s art, layout, and design, and I can confidently say it’s a must-have for anyone looking to bring authentic Celtic myth into their games.

Just in time for St. Patrick’s Day, Celtic Legends: Faeries and Spirits is now available! Here’s a sneak peek at a sample page:

If you love mythology in your RPGs and want a deeper dive into the world of Celtic faeries, spirits, and folklore, be sure to check it out!

https://www.drivethrurpg.com/en/product/515675/celtic-legends-faeries-spirits


Mar 13, 2025

Hold of the Magic Stone

 I little map for your Thursday enjoyment.


Here is an attempt at an isometric version.







Mar 3, 2025

The award-winning Fight On! magazine


The Old-School Renaissance (OSR) kicked off with a burst of creativity, reviving classic tabletop gaming with retro-clones and fanzines. Among them, Fight On! stood out—a gritty, passionate gem from the movement’s early days.

I came to the OSR after its initial surge. Back then, every month brought new retro-clones and zines, a wave of excitement that’s since settled. But the spirit lingers, carried by fans still playing and creating. Fight On! endures too, with a site worth checking out: 

https://fightonmagazine.com/

Early issues and solid compilations are still available. It’s a glimpse into the OSR’s raw beginnings—less polished, more real.

Feb 28, 2025

Tenser

 Here is Tenser from the infamous Rogues Gallery, with a bit of a cleaned up layout. RIP Ernie Gygax.

Tenser

Player: Ernie Gygax jr.

Human Magic-User 10 (Lawful Good)

Armor Class: 10
Hit Points: 56
Level: 10
Attacks: Staff +1 (1d6+1)
Move: 10


Saving Throws:
Death: 10
Wands: 16
Paralysis: 11
Breath: 16
Spells: 14

Abilities:
Strength: 10
Intelligence: 16
Wisdom: 11
Dexterity: 16
Constitution: 16
Charisma:
18

Special Abilities:

Can cast spells as a 10th-level magic-user
Prefers melee combat despite being a magic-user
Known for leading missions for law and good
Maintains alliances with non-human races and even some considered monsters

Tenser possesses the following magical items:

Dust of Disappearance
A Wand of Negation
A Staff of the Magi
A Ring of Protection +1
A Displacement Cloak
A Ring of Human Influence
A Wand of Metal and Mineral Detection
A Potion of Protection from Dragon Breath

This potion grants the imbiber resistance to all forms of dragon breath. Against gas-based attacks (sleep, fear, slow, paralysis, etc.), the user gains a +2 bonus to their saving throw, with results being either total success or failure. Against direct breath attacks (fire, acid, lightning, etc.), a successful saving throw negates all damage, while a failed save results in only half damage. The potion lasts for 6 to 15 rounds, and the entire bottle must be consumed for it to take effect. This potion does not protect against physical attacks or spells cast by dragons.

Dust of Dispelling Air Elementals

This dust appears indistinguishable from other magical dusts and is usually found in similar packaging—bone tubes or silk pouches. When a handful is thrown onto any creature summoned from the Elemental Plane of Air, that creature will immediately be forced to return to its proper plane. The dust may also be used to create a protective ring—if spread in an unbroken circle or from wall to wall, it causes summoned air elementals to suffer a penalty on their attack rolls. The dust cannot be blown away by the creature it affects, though other creatures or spells may disturb it. Notably, it has no effect on free-willed creatures from this plane. One handful is required to dispel a single creature, create a 10' diameter circle, or form a 50' line.

Contrary to most magic-users, Tenser has always been a lover of battle. Occasionally, he will seemingly forget his spells and charge into melee with his staff, depending on his magical protections to preserve him. In many ways, it is felt that his temperament would have been better suited to that of a fighter.

At the same time, Tenser is no fool. He has no aversion to using magic and generally chooses it first. He has gathered about him a firm power base for law and good and will readily use it when necessary. He will sometimes enchant good magic-users to go on dangerous missions to aid the cause of good. He is reported to have alliances with various non-human races and even some that are considered monsters.




Feb 25, 2025

Fight On #16

 


Fight On #16 is available! It's been a while, and by all indications this is a good one!

Your humble artist blogger even managed to contribute a couple pieces of art for headers:




Get your copies here:

Feb 23, 2025

Timothy Truman Original Art

 I first became aware of Timothy Truman when I picked up N1 Against the Cult of the Reptile God. By far one of the most fun I've ever had running an adventure. 


Picture this: a sleepy village called Orlane, nestled in the World of Greyhawk, where the vibe shifts from quaint to downright creepy. Released in 1982 by Douglas Niles, N1 Against the Cult of the Reptile God is the ultimate low-level D&D adventure that hooks you with a mystery and doesn’t let go. Designed for 4-7 characters (levels 1-3), it’s hailed as a “novice” module, but don’t be fooled—this ain’t a walk in the park.  

The setup? Orlane’s gone weird. Villagers are vanishing, doors are locked tight, and the townsfolk are split: some are suspiciously friendly, others are giving major side-eye. Your party rolls in to figure out what’s up, only to uncover a sinister cult brainwashing people with charm spells, all under the command of a freaky spirit naga named Explictica Defilus—aka the “Reptile God.” Think Invasion of the Body Snatchers meets medieval fantasy.  

The adventure’s a rollercoaster: you’re sleuthing in town, dodging cultists, trekking through a swamp, and diving into a muddy dungeon packed with troglodytes, wights, and a fireball-slinging naga who could TPK your squad if you’re not careful. It’s gritty, it’s tense, and it’s got that old-school D&D charm—complete with a village map that feels alive and a final showdown that might need a little NPC backup to survive.  

This module pioneered the investigation vibe in D&D, blending roleplay, exploration, and combat into a tight 32-page package. Ranked #19 on Dungeon magazine’s top 30 adventures, it’s a cult classic (pun intended) that still holds up today. 


Timothy Truman's art on the Star Frontiers Volturnus modules also caught my eye.  

I had the good fortune to pick up this original art he did, I think it was for his Grimjack comic.


The time has come for me to let it go to a new home, The inking work on it is fantastic.

Feb 21, 2025

Dungeon of Caligari

 It's been a while since I posted a dungeon map. I was experimenting with some new textures and came up with this.

The Dungeon of Caligari

Beneath the ruins of a forgotten watchtower lies the Dungeon of Caligari, the hidden stronghold of a long-dead ranger-assassin known only as Caligari the Silent Blade. Legends speak of his unparalleled skill in tracking and eliminating targets without leaving a trace, his victims often found with no signs of struggle, as if death had simply claimed them in silence.

Now, his underground lair has been unearthed—its traps still active, its corridors haunted by shadows of the past. Rumors claim Caligari's greatest secret is buried within: a weapon forged for the perfect kill, a blade that grants its wielder ultimate stealth at the cost of their soul. Those who enter must navigate the labyrinthine tunnels, evade deadly snares, and contend with the restless specters of those Caligari slew in life.

Whispers in the dark suggest that Caligari himself has never truly left…



Caligari the Silent Blade

Human, Ranger-Assassin, Medium, Chaotic

Armor Class: 2 (Dex, magical leathers)
Level: 12 (54 hp)
Base Hit Bonus: +9
Attacks: Silent Fang +2 dagger (1d6+4), Shadowstrike longbow (1d8+3, ignores light cover)
Move: 150' (50')
Save: D6 W7 P8 B9 S10 (F12)
Morale: 10
XP: 2,300
Treasure Type: H

Str: 15/+1
Dex: 18/+3
Con: 14/+1
Int: 12/+0
Wis: 10/+0
Chr: 16/+2

Special Abilities:

  • Master of Ambush: If attacking from stealth, Caligari deals double damage and forces a saving throw vs. Paralysis or the target is stunned for 1d4 rounds.
  • Ghost in the Shadows: Can hide in shadows and move silently as a 14th-level thief.
  • Unerring Shot: With Shadowstrike, he can fire arrows with deadly accuracy, ignoring partial cover and suffering no penalties for range.
  • Traps and Triggers: Can detect and disable non-magical traps as a 10th-level thief.
  • Whispers of the Dead: His presence unnerves foes; enemies within 30’ suffer a -2 penalty to morale checks.

Description:

Caligari the Silent Blade was once an infamous ranger-assassin who hunted both man and beast with equal precision. Known for eliminating his targets without a sound, he relied on cunning, patience, and masterful control of his surroundings. His lair, The Dungeon of Caligari, remains a deathtrap for intruders, filled with ingenious snares, hidden paths, and ghostly echoes of his past victims. Though long thought dead, whispers persist that he still walks his domain—perhaps as a shade, cursed to forever guard the secrets he took to his grave.

Many seek his legendary weapons: Silent Fang, a dagger that absorbs sound, and Shadowstrike, a longbow whose arrows are invisible before finding their mark. But claiming them means facing Caligari himself… and few who enter his dungeon leave with their lives.




Feb 16, 2025

Crazy Hi Rez Full Spread Image of Original AD&D Hardcovers

 Have you ever wanted the original AD&D hardcover art as a poster? Did you know there is a spider in the tree on the spine of the original Monster Manual?

Check this out.


Also, the DMG and PHB.



You can purchase them here: https://www.cookandbecker.com/en/catalog/videogame/dungeons-and-dragons





Jan 30, 2025

Gunslinger Flip Through

 I made a video with a flip through of the entire Gunslinger RPG book. You can check it out here:



Jan 23, 2025

Hawkmoor Primer

 First real post of 2025.

Every year seems to come along sooner than the previous. When I look at all that was accomplished and what wasn't in 2024 I'm filled with mixed emotions. Proud of the things I made, a lot of art was drawn and painted. But, only a few OSR books made it out. The most important one being the Gunslinger RPG. Fulfilling that Kickstarter was, well, fulfilling! However there were a dozen other books that weren't finished. Perhaps the best thing that happened related to gaming and this blog is reconnecting with why I love RPG's so much. I got to play a lot of games, even some 2e AD&D, a system I am slowly coming to appreciate more and more.

Time for New Years goals.

2025 Priorities

  1. Princess of the Red Planet Adventure
  2. Warriors of the Wild West (a "white box" version of Gunslinger)
  3. Hawkmoor 74 RPG (previously known as ODD74 SVE)
  4. Unkindness of Ravens (a sequel to the Murder of Crows card game)
  5. Book of Valkyries (2 books: an art book and an OSR compatible book on Norse Mythology)
  6. Dungeoneer Deluxe (a revised and updated version of my Dungeoneer card game)
  7. Gateway RPG (a "universal" RPG compatible with Warriors of the Red Planet, Raiders, Freebooters, etc.)
  8. Hardboiled RPG (a film noir RPG in the style of WotRP, Raiders, Freebooters, etc.)
  9. Book of Gnomes (cooler than it sounds, inspired by the famous Gnomes book by Rien Poortvliet)
  10. Book of Orcs RPG
  11. Dark Fantasy RPG
  12. Post-Apocalypse RPG

I'll have more to say what each of these are as the time comes. Most of them have been discussed here, and on forums over the years. I am also reviewing unreleased items I've announced on this blog to see what I can reasonably complete. I have so many little projects that are nearly 99.9% done, I'd like to get them all finished and out of my studio!

One thing I recently put out was a primer to the Hawkmoor Campaign Setting. It is only an outline of the world with a few maps, but think of it as a Living Document that will be updated frequently. I've got such an interesting, fresh, and fun idea for this setting that I can't wait to share with you. I know this teaser isn't much, but for various reasons I had to post it.