GM Scratchpad

In the world of Stonehold, each spell cast will at least slightly lower magic resistance for that time and place. That, however, thins the veil which prevents malevolent entities from crossing into the physical plane. Magic resistance can be raised (in the local area) by enough people firmly disbelieving in magic, and magic spawned monsters.

GM Note: Victories Achieved determines level of monster, current threshold determines number appearing.

GM Charts

Humanoid Replacements: Badins (CG): Refused to give up magic. Hostile raiders for centuries. Bad Apes, Bad Baboons & Bigfoot: Intelligent, no words, hunter gatherers, tribal, tool users.

Morale Check (in work)
Check whenever a new condition is met. Base Morale Threshold is Spirit+3 dice. Beat Threshold to continue fighting Zero Threshold means automatic success.

1 These two do not stack 2 Difference in fighting strength must be significant

Good Ideas
Humanoid Replacements: Badins (CG): Refused to give up magic. Hostile raiders for centuries. Bad Apes, Bad Baboons & Bigfoot: Intelligent, no words, hunter gatherers, tribal, tool users.

New Green Spell: guardian (like tattoo). Invisible guardian stands over fallen body, appears only to threatening foe. Guardian can take VSL hits (regardless of damage done) before being dispelled. Guardian Defends with this spell's dice, repost allowed.

Potion Prices: All doses of a potion must be purchased at the same time with an increase price for each potion.


 * IDEA Roll until Ready = remove 1 die each roll (plus time)
 * IDEA Retry Threshold Failure = Threshold + 1
 * IDEA Divine Spells which can interrupt
 * azure make talisman for combat use of spell which cannot be cast in combat

Ideas for Dangers of Magic

 * Never a bad result when 1 victory is rolled.
 * Even numbers only?
 * Different Result for Victory or Loss? Losses draw monsters while victories create special effects?
 * When magic number = __, a random Horror appears
 * Horror has attack and defense dice = casting dice minus threshold dice (<1 = no horror but threshold still lowered).
 * Horror appears near target on successful casting, otherwise near caster.
 * Appearance of Horror temporarily lowers threshold by 3 dice.
 * ??? Creates beacon and big noise
 * Gold spell summons foe of deity
 * Horror-downed character has special system shock roll
 * Very weak horrors may only be pests, may hang around, even be helpful
 * Could horror be sorcerer-type demon? Increase stats, grant powers?
 * Could there be long-term effects? Stalker, Murphy demon, leave trail?
 * Need list of random horrors!

Ideas for New Spells

 * super stealth?
 * Ice Storm (like Fireball)
 * Demon Armor (small demons appear to intercept blow)
 * Make trap which summons monster
 * spell to resist detection (how general??)
 * Neutralize Poison: Removes lingering poisons and protects for a duration based on price.

Add [new Arcane Circle]; like Arcane Circle but larger, longer lasting and not dispelled by crossing. Add all Azure require 4 people or 3 people and double cost -- or make high fat cost divided over people casting?


 * Resist Fire Spells
 * Fire runes
 * MEDIC: revives fallen comrade by removing all stun. Also halts bleeding.
 * Sword of Righteousness — does no wounds to non-evil humans for remainder of battle. Does +1 stun to evil humans. Only affects humans.

Summoning: You also saw Shealis cast a summoning spell. The casting is like fireball, but you must first contact and form a pact with the creatures which you will be summoning. This requires a ritual — which is in Shealis’ spellbook — but the Shahalesti spirits which she summoned would not be as friendly to you. You’ll need to figure out who you want to form a pact with, and what you will offer in return. (No, don’t try to make me think up what the creatures want in return, I have too many other tasks.)''


 * IDEA Divine Spells which can interrupt -- super stealth? -- Resist Fire Spells -- Resist fire: -- Summon Salamander -- Fire runes
 * Mirror Image (needs new name) gives you a second body but you still have only the 1 mind/spirit.
 * Neutralize Poison: healing roll removes all poison and protects for a number of hours equal to the square of VSD.

Summon Guardian: Guardian appears if anyone attacks you while you are unconscious. Roll as defense against all attacks. Dice based on price.