“The door of the Great Tower of Uln finally shatters inward, sending splinters flying. It turns out it’s been smashed by a Blade Troll, like the one you fought in the Polemarsh, but bigger, and better-armored. Okay Amanda, it’s your turn. Your mage Soidhe is still on top of the tower, though she can see down the central stairwell all the way to the bottom floor. What’s your mage going to do?”
“That troll is going to be a problem! Is Joe’s warrior Ironeye still guarding the bottom of the stairs?”
“Yeah, Joe never said he moved, so that’s where he still is.”
“Great! I’ll cast agent of fate. If Ironeye needs help dealing with that monster, I want to be ready to give him some stunt points.”
“Okay, but you are 20 yards up at the top of the tower. How far away can you use agent of fate?”
“Oh, it’s never come up! We’re always right next to each other. Lemme look. Hey, Joe, can I borrow the Basic Rulebook?”
“Er… sure Amanda. Just don’t lose my spot—I’m reading up on some alchemical stuff. But, hey, isn’t that spell in the Companion anyway?”
Okay, okay, it’s a contrived example. There aren’t that many things to look up during a Fantasy AGE game, and you can write down all the information you need about every Arcana you cast on your character sheet, to avoid having to look things up. And that’s by design, to be honest. If you have the Basic Rulebook and some dice, you have everything your group needs to play Fantasy AGE.
But, especially if you are the GM and have to have new arcana in play every time the players face an enemy mage or arcana-wielding monster.
So, we thought we’d make things easier! The Fantasy Age Arcana Cards have all the information you need for all the spells in the game (from both the Basic Rulebook and Companion) in easy-to reference individual cards. Instead of having to write down all the details for your spells, and update that as you gain higher degrees of mastery, you can just grab the arcana cards you need and have all the information available, without flipping through multiple books. For arcana with spells spread out over multiple books it’s especially useful for having all the spells in one place—no need to flip to the Basic Rulebook for Air Arcana’s protective winds, and then to the Companion for air bubble.
But of course this wouldn’t be a gaming article without suggesting some ways you can use arcana cards for even more than just fast access to fun facts! One of the fascinating things about cards is that they can be used to quickly and easily determine random results? So what can you do with randomly-selected arcana? Well, here are three ideas:
Build-A-Mage: While a player could decide to make a deal-an-arcana character, this is primarily useful for a GM who wants to be able to quickly create very-different feeling mages. Got a witch who knows three arcana? Deal three cards at random and see what you get. For extra style points, build a theme based on those random results. Deal yourself Air, Shadow, and Water arcana? You have created a servant of the Midnight Typhoon.
Chaos Magic: Okay, do NOT dip into this well too often. But in areas of chaos magic, no matter what spell a mage THINKS they are casting, a failed casting roll results in a spell of the same level of expertise from a randomly-selected arcana card.
Random Weakness Generator: Want to make a monster a little weirder? Give it a weakness by randomly assigning it an arcana it is vulnerable to. For example, if you randomly dealt the Fate Arcana card, you could decide the Blade Trolls of Arak-Uln are legendary monsters—each with its own legend that speaks of how they have destroyed the fate of great heroes. But those legends also suggest they have a weakness against Fate itself, and each troll takes 1d6 more damage when struck by an attack modified by a Fate Arcana spell.
Fantasy AGE Arcana Cards will be available as print-on-demand products via DrivethruRPG on October 30th!