diff --git a/src/pages/bestiary/fighter.md b/src/pages/bestiary/fighter.md
index 423f85c..b6ecc4d 100644
--- a/src/pages/bestiary/fighter.md
+++ b/src/pages/bestiary/fighter.md
@@ -32,12 +32,10 @@ An adventurer that specializes in combat.
-
-
| HD | HP | AC | Atk Mod | Damage | Morale |
| :---: | :-: | :-: | :-----: | :----: | :----: |
-| 3d10 | 17 | 14 | +1 | 1d8 | 7 |
-| 5d10 | 28 | 15 | +3 | 1d8+1 | 8 |
+| 3d10 | 17 | 14 | +2 | 1d8 | 7 |
+| 5d10 | 28 | 15 | +4 | 1d8+1 | 8 |
| 7d10 | 39 | 16 | +5 | 1d8+1 | 8 |
| 9d10 | 50 | 17 | +6 | 1d8+1 | 9 |
| 11d10 | 61 | 18 | +7 | 1d8+2 | 9 |
@@ -51,10 +49,10 @@ An adventurer that specializes in combat.
```
> HD 1d10 (6 hp), AC 13; MV 40'; Atk 1 (0) @ 1d8 (weapon); AL Any; ML 7
-> HD 3d10 (17 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d8 (weapon); AL Any; ML 7
-> HD 5d10 (28 hp), AC 15; MV 40'; Atk 1 (+3) @ 1d8+1 (weapon); AL Any; ML 8
-> HD 7d10 (39 hp), AC 16; MV 40'; Atk 1 (+5) @ 1d8+1 (weapon); AL Any; ML 8
-> HD 9d10 (50 hp), AC 17; MV 40'; Atk 1 (+6) @ 1d8+1 (weapon); AL Any; ML 9
-> HD 11d10 (61 hp), AC 18; MV 40'; Atk 1 (+7) @ 1d8+2 (weapon); AL Any; ML 9
-> HD 13d10 (72 hp), AC 19; MV 40'; Atk 1 (+8) @ 1d8+2 (weapon); AL Any; ML 10
+> HD 3d10 (17 hp), AC 14; MV 40'; Atk 1 (+2) @ 1d8 (weapon); AL Any; ML 7
+> HD 5d10 (28 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d8+1 (weapon); AL Any; ML 8
+> HD 7d10 (39 hp), AC 16; MV 40'; Atk 1 (+6) @ 1d8+1 (weapon); AL Any; ML 8
+> HD 9d10 (50 hp), AC 17; MV 40'; Atk 1 (+7) @ 1d8+1 (weapon); AL Any; ML 9
+> HD 11d10 (61 hp), AC 18; MV 40'; Atk 1 (+8) @ 1d8+2 (weapon); AL Any; ML 9
+> HD 13d10 (72 hp), AC 19; MV 40'; Atk 1 (+9) @ 1d8+2 (weapon); AL Any; ML 10
```
diff --git a/src/pages/bestiary/flamehound.md b/src/pages/bestiary/flamehound.md
new file mode 100644
index 0000000..ff1b8d4
--- /dev/null
+++ b/src/pages/bestiary/flamehound.md
@@ -0,0 +1,59 @@
+---
+title: Flamehound
+description:
+date_pub: 2023-12-17T18:23:03.000-04:00
+section: bestiary
+content_type: feature
+short_code: bfd
+status: hidden
+---
+
+Monstrous, intelligent, devious, fire-breathing hounds, about as big as a small pony, who love heat and dwell near volcanoes.
+
+
+
+| | |
+| ----------------- | ---------------------------------- |
+| **Hit Dice** | 3\* (13hp) |
+| **Armor Class** | 15 |
+| **Attacks** | 1 (+2) @ 1d6 (bite) or fire breath |
+| **Movement** | 40' / 300' astral |
+| **Saving Throws** | D12 W13 P14 B15 S16 (3) |
+| **Morale** | 9 |
+| **Alignment** | Chaotic |
+| **XP** | 50 |
+
+
+
+- Immune to non-magical fire.
+- 75% chance to detect invisible within 60' each round.
+- Can be found with other fire-themed creatures.
+
+### Fire Breath
+
+- 2-in-6 chance of using each round of combat.
+- Can be used up to 3 times per day.
+- Target creature takes 1d6 damage per HD, **Save vs Blasts** for half.
+
+### At Higher Levels
+
+
+
+| HD | HP | AC | Atk Mod | Morale | XP |
+| :-: | :-: | :-: | :-----: | :----: | :-: |
+| 4\* | 18 | 15 | +3 | 9 | 125 |
+| 5\* | 22 | 15 | +4 | 9 | 300 |
+| 6\* | 27 | 15 | +5 | 9 | 500 |
+| 7\* | 31 | 15 | +6 | 9 | 850 |
+
+[Higher-Level Flamehounds]
+
+### Short Stat Blocks
+
+```
+> HD 3 (13 hp), AC 15; MV 40'; Atk 1 (+2) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
+> HD 4 (18 hp), AC 15; MV 40'; Atk 1 (+3) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
+> HD 5 (22 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
+> HD 6 (27 hp), AC 15; MV 40'; Atk 1 (+5) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
+> HD 7 (31 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6 (bite) or fire breath; AL Chaotic; ML 9
+```
diff --git a/src/pages/bestiary/index.md b/src/pages/bestiary/index.md
index 9b9aca8..19b760c 100644
--- a/src/pages/bestiary/index.md
+++ b/src/pages/bestiary/index.md
@@ -18,6 +18,8 @@ Below you'll find a small sampling of the various humanoids and other creatures
- [Dragon](./dragons/index.html): A huge, proud, flying lizard with massive wings and the ability to spew one or more types of attack from their mouths.
- [Fighter](./fighter.html): Someone who earns their keep via combat.
- [Flicker Dog](./flicker-dog.html): An intelligent, aloof, and often friendly wolf-like hound native to the Feywolde that hunt in packs and appear to flicker in and out of existence.
+- [Mimic](./mimic.html): A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
+- [Minotaur](./minotaur.html): Large, aggressive humanoid with a bull head and a propensity for labyrinths.
- [Mylark](./mylark.html): A 2' long, lamprey-like, winged snake that feeds on psychic energy and travels in large flocks.
- [Owl Bear](./owl-bear.html): A massive (8' tall, 1500 pounds), aggressive, carnivorous bear-like creature with the features and face of an owl.
- [Paladin](./paladin.html): A holy (or unholy) knight on a quest for their deity.
diff --git a/src/pages/bestiary/mimic.md b/src/pages/bestiary/mimic.md
index 384de8e..edd7822 100644
--- a/src/pages/bestiary/mimic.md
+++ b/src/pages/bestiary/mimic.md
@@ -5,7 +5,6 @@ date_pub: 2023-07-25T11:13:00-04:00
section: bestiary
content_type: feature
short_code: bm1m
-status: hidden
---
A shape-shifter that can assume the form of inanimate objects (ex: chests, statues, or doors).
diff --git a/src/pages/bestiary/minotaur.md b/src/pages/bestiary/minotaur.md
new file mode 100644
index 0000000..a1c2fb1
--- /dev/null
+++ b/src/pages/bestiary/minotaur.md
@@ -0,0 +1,34 @@
+---
+title: Minotaur
+description: The minotaur creature for OSR gaming.
+date_pub: 2023-12-17T21:52:13.000-04:00
+section: bestiary
+content_type: feature
+short_code: bm1n
+---
+
+Large, aggressive humanoid with a bull head and a propensity for labyrinths.
+
+
+
+| | |
+| ----------------- | -------------------------------------------------------------------- |
+| **Hit Dice** | 6 (27hp) |
+| **Armor Class** | 13 (natural) |
+| **Movement** | 40' |
+| **Attacks** | [1 (+5) @ 1d6 (gore) + 1 (+5) @ 1d6 (bite)] or 1 (+5) @ 1d8 (weapon) |
+| **Alignment** | Chaotic |
+| **Saving Throws** | D10 W11 P12 B13 S14 (6) |
+| **Morale** | 8 |
+| **XP** | 275 |
+
+
+
+- Prefer large, primitive weapons (ex: axes, clubs, spears).
+- Attack creatures of same size or smaller on sight, pursuing them until they are out of sight.
+
+### Short Stat Blocks
+
+```
+> HD 6 (27 hp), AC 13; MV 40'; Atk [1 (+5) @ 1d6 (gore) + 1 (+5) @ 1d6 (bite)] or 1 (+5) @ 1d8 (weapon); AL Any; ML 7
+```
diff --git a/src/pages/bestiary/mylark.md b/src/pages/bestiary/mylark.md
index 05d479e..9a19f55 100644
--- a/src/pages/bestiary/mylark.md
+++ b/src/pages/bestiary/mylark.md
@@ -24,9 +24,14 @@ short_code: bmy
-**Alpha**: Each group of 40 or more is lead by an alpha: HD 2 (9 hp); AC 13; Attacks: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20;
+- **Swarm**: 8 mylarks can swarm around a target’s head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
+- Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
+- Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
+- Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail.
-**Flock**: Travel in large groups (1d6 x 10), usually arrange into flocks of 10.
-**Psychic Sense**: Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots).
-**Swarm**: 8 mylarks can swarm around a target’s head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP.
-**Skittish**: Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail. They automatically fail when an a alpha is killed.
+### Alpha
+
+Each group of 40 or more is lead by an alpha
+
+- HD 2 (9 hp); AC 13; Atk: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20;
+- Mylarks automatically fail morale when an alpha is killed.
diff --git a/src/pages/bestiary/nonhuman-modifiers.md b/src/pages/bestiary/nonhuman-modifiers.md
index 55ec8ef..b33d689 100644
--- a/src/pages/bestiary/nonhuman-modifiers.md
+++ b/src/pages/bestiary/nonhuman-modifiers.md
@@ -4,7 +4,7 @@ description: Suggested modifiers and abilities for class-based, nonhuman NPCs.
date_pub: 2023-04-23T19:05:00-04:00
section: bestiary
content_type: feature
-short_code: bpr
+short_code: bnh
---
Most of the class-based NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. If one or more NPCs are a different race, use the modifiers below to adjust their listed stats.
diff --git a/src/pages/campaign/timeline.md b/src/pages/campaign/timeline.md
index 218d9f7..823f789 100644
--- a/src/pages/campaign/timeline.md
+++ b/src/pages/campaign/timeline.md
@@ -21,6 +21,7 @@ The following is a list of significant dates on the [astral calendar](/astral/ad
- **Destroyed the Ravager, met Xynohpus and the Bronze Robes**: 1st phase of the 3rd day of Urtson-Nu.
- **Found the wreck of Hadley's Hippogriff**: 2nd phase of the 4th day of Urtson-Nu.
- **Saved Whurll from Pirates, Captured the _Queen Ayn's Wrath_**: 2nd phase of the 8th day of Urtson-Nu.
-- **Sapphire Cove, Acquired First Eye of Jund, Stengar's Murder**: 1st phase of the 10th day of Urtson-Nu.
+- **Arrived in Sapphire Cove, Acquired Eye of Truesight, Stengar's Murder**: 1st phase of the 10th day of Urtson-Nu.
- **Fought the Pirates in the Psychic Fog**: 2nd phase of the 10th day of Urtson-Nu.
- **Found the ship of mimics**: 2nd phase of the 13th day of Urtson-Nu.
+- **Arrived in Nexus Prime**: 1st phase of 14th day Urtson-Nu.
diff --git a/src/pages/classes/knight.md b/src/pages/classes/knight.md
index 22a8f4f..9bb062f 100644
--- a/src/pages/classes/knight.md
+++ b/src/pages/classes/knight.md
@@ -76,3 +76,32 @@ After 3rd level, can buy or build a castle or stronghold (and control surroundin
- Must have liege's permission.
- After 9th level, may be granted a title such as Baron or Baroness.
+
+### Advancement
+
+
+
+| |||| Saving Throws ||||| Spells |||||
+
+| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
+| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
+| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 |
+| 2 | 2,500 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 |
+| 3 | 5,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 |
+| 4 | 10,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 |
+| 5 | 18,500 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 |
+| 6 | 37,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 |
+| 7 | 85,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 |
+| 8 | 140,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 |
+| 9 | 270,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 |
+| 10 | 400,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 |
+| 11 | 530,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 |
+| 12 | 660,000 | 9d10+5 | +7 | 6 | 7 | 8 | 8 | 10 |
+| 13 | 790,000 | 9d10+6 | +9 | 4 | 5 | 6 | 5 | 8 |
+| 14 | 920,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 |
+
+[Level Advancement]
+
+[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
+
+
diff --git a/src/pages/classes/mystic/index.md b/src/pages/classes/mystic/index.md
index 0266604..ce6ae7b 100644
--- a/src/pages/classes/mystic/index.md
+++ b/src/pages/classes/mystic/index.md
@@ -43,8 +43,9 @@ Gains a +2 bonus to all saving throws against mental or mystical powers.
Know a number of Mystic Powers based on their level, shown on the Level Advancement table.
-- May use powers up to twice per day per level total.
-- Activate at the beginning of a character's initiative.
+- At 1st level, may activate powers up to twice in total each day.
+- At higher levels, activate powers up to twice the number of powers known in total each day.
+- A power activates at the beginning of a character's initiative.
- Only one power may be activated each round.
[Mystic Power List](./powers.html)
@@ -57,7 +58,7 @@ Know a number of Mystic Powers based on their level, shown on the Level Advancem
-| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystical
Power |
+| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystic
Powers |
| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: |
| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 |
diff --git a/src/pages/classes/priest/spell-list.md b/src/pages/classes/priest/spell-list.md
index b534682..b6a8892 100644
--- a/src/pages/classes/priest/spell-list.md
+++ b/src/pages/classes/priest/spell-list.md
@@ -5,7 +5,7 @@ date_pub: 2023-09-16T01:03:00-04:00
section: classes
subsection: Priest (Class)
content_type: feature
-short_code: cps
+short_code: crs
---
[[toc]]
diff --git a/src/pages/classes/warlock/index.md b/src/pages/classes/warlock/index.md
index ac1a9f4..29d1dc2 100755
--- a/src/pages/classes/warlock/index.md
+++ b/src/pages/classes/warlock/index.md
@@ -30,7 +30,7 @@ Warlocks are spellcasters that gain access to magic by making pacts with powerfu
- Target must **Save vs Spells** or take 1d6 damage.
- May be used a number of times per day equal to 1/2 level (rounded up).
-### Pact Magic
+### Eldritch Magic
- Can cast memorized spells.
- Number of memorized spells per day shown on Level Advancement chart.
diff --git a/src/pages/classes/warlock/spell-list.md b/src/pages/classes/warlock/spell-list.md
index 0537d5c..78a61ad 100644
--- a/src/pages/classes/warlock/spell-list.md
+++ b/src/pages/classes/warlock/spell-list.md
@@ -14,14 +14,14 @@ The following list of spells may be cast by Warlock characters.
### 1st Level
-1. [Calm / Scare](/spells/calm.html)
-2. Charm Person
-3. [Light / Darkness](/spells/light.html)
-4. [Detect Magic](/spells/detect-magic.html)
-5. [Read Languages](/spells/read-languages.html)
-6. [Read Magic](/spells/read-magic.html)
-7. [Read Thoughts](/spells/read-thoughts.html)
-8. [Whisper](/spells/whisper.html)
+1. [Calm / Scare](/spells/calm.html)
+2. Charm Person
+3. [Light / Darkness](/spells/light.html)
+4. [Detect Magic](/spells/detect-magic.html)
+5. [Read Languages](/spells/read-languages.html)
+6. [Read Magic](/spells/read-magic.html)
+7. [Read Thoughts](/spells/read-thoughts.html)
+8. [Whisper](/spells/whisper.html)
### 2nd Level
@@ -47,12 +47,13 @@ The following list of spells may be cast by Warlock characters.
### 4th Level
-1. Charm Monster
-2. Confusion
-3. Curse
-4. Dimension Door
-5. Polymorph Self
-6. Wizard Eye
+1. [Black Tentacles](/spells/black-tentacles.html)
+2. Charm Monster
+3. Confusion
+4. Curse
+5. Dimension Door
+6. Polymorph Self
+7. Wizard Eye
### 5th Level
diff --git a/src/pages/rules/basics.md b/src/pages/rules/basics.md
index 491ec15..2049059 100644
--- a/src/pages/rules/basics.md
+++ b/src/pages/rules/basics.md
@@ -25,9 +25,9 @@ Sometimes, dice are rolled. These dice are described by how many sides they have
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_.
-For most checks, roll a 20-sided die (d20) at-or-over the difference of (20 - the character's most relevant _ability_ score).
+For most checks, roll a 20-sided die (d20) at-or-over the difference of (21 - the character's most relevant _ability_ score).
-- For hard (or very hard) tasks, you can subtract 1 (or 2) from the roll before the die is thrown.
+- For harder tasks, you can subtract 1-4 from the roll before the die is thrown.
Some results are special:
@@ -48,7 +48,7 @@ Each player character (_PC_) has 6 abilities that help to define how they can in
- **Wisdom (WIS)**: Experience and insight, affects divine magic.
-- **Charisma (CHA)**: Appearance and social capability, affects hirelings and pact magic.
+- **Charisma (CHA)**: Appearance and social capability, affects hirelings and eldritch magic.
### Saving Throws
@@ -70,9 +70,9 @@ To make one, roll 1d20 and consult the appropriate table (with higher results do
Cosmic principles that represent broad world views
-- **Law**: Order, truth, and justice. Typically prosocial.
+- **Law**: Order, truth, justice, and civilization. Typically prosocial.
-- **Chaos**: Anarchy, power, and chance. Typically pro-individual.
+- **Chaos**: Anarchy, power, chance, and destruction. Typically pro-individual.
- **Neutrality**: Balance, mediation, and detachment.
diff --git a/src/pages/rules/magic.md b/src/pages/rules/magic.md
index dd04c74..a1c5c22 100644
--- a/src/pages/rules/magic.md
+++ b/src/pages/rules/magic.md
@@ -15,7 +15,7 @@ Spells are patterns of energy that can be manipulated and used by some character
When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters.
-Each spellcasting class has an associated type of magic: arcane or divine.
+Each spellcasting class has an associated type of magic: arcane, divine, eldritch, or psychic.
There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) need not be performed by a spellcaster.
@@ -65,8 +65,9 @@ Alchemical formulas (for brewing potions and such) can be learned and used by an
### Arcane Magic
-Arcane spell casters memorize spells from their spell books, which must be close at hand.
+Arcane magic comes from written spells, formulae, and procedures known to alter reality.
+- Arcane spellcasters memorize spells from their spell books, which must be close at hand.
- If a spell can be reversed, its form must be selected when the spell is memorized
- Both forms can be memorized if the character can memorize more than one spell of the given level.
- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or spellbook with the Read Magic spell, or from research.
@@ -95,8 +96,10 @@ Arcane spell casters memorize spells from their spell books, which must be close
### Divine Magic
-Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class’ spell list that they are of high enough level to cast.
+Divine magic comes from a spellcaster's connection to one or more gods.
+- Divine spellcasters memorize spells through prayer to their gods.
+ - When praying for spells, they may choose any spells in their class’ spell list that they are of high enough level to cast.
- Divine casters must be faithful to the tenets of their alignment, clergy, and religion.
- If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.).
@@ -106,15 +109,64 @@ Divine spell casters memorize spells through prayer to their gods. When praying
- **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity.
- Divine casters can use divine magic items and scrolls.
-### Pact Magic
+### Eldritch Magic
-Pact spell casters memorize spells through the use of ritual invocations to their patrons. When memorizing spells, warlocks may choose any spells in their class’ spell list that they are of high enough level to cast.
+Eldritch magic comes from special pacts made between the spellcaster and one or more ancient, powerful beings.
-- Pact casters must be faithful to their patron.
+- Eldritch spellcasters memorize spells through the use of ritual invocations to their patrons.
+ - When memorizing spells, eldritch magicians may choose any spells in their class’ spell list that they are of high enough level to cast.
+- Eldritch casters must be faithful to their patron.
- If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest).
- To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.).
-- Pact casters can cast reversed versions of spells.
-- Pact casters can use arcane magic items and scrolls.
+- Eldritch casters can cast reversed versions of spells.
+- Eldritch casters can use arcane magic items and scrolls.
+
+### Psychic Magic (WIP)
+
+Psychic magic comes from a spellcaster's innate ability to alter reality, even if they can't fully control it.
+
+- Psychic spellcasters begin each day with each of their spells memorized.
+- To cast a spell, a psychic caster must roll 1d20 + the highest of INT or CHA.
+ - On a natural 1, the spell fizzles and is expended, [backlash](#backlash) occurs, and the next casting of a psychic spell gets -2.
+ - On a 2-6, the spell fizzles without being expended.
+ - On a 7-15, the spell succeeds as per normal.
+ - On a 16+, the spell succeeds in notable manner as determined by referee (ex: double duration, range, or targets).
+ - On a 20+ (or a natural 20), the spell succeeds as well as possible (player chooses up to two effects from above, possibly without expending spell), and the next casting of a psychic spell gets +2.
+- Psychic casters can cast reversed versions of spells.
+- Psychic casters can use arcane magic items and scrolls.
+
+#### Backlash
+
+Roll 1d20 on the Backlash Table to see what effect occurs.
+
+
+
+| 1dXX | Effect |
+| :--: | :------------------------------------------------------------------------------------------: |
+| 1 | Fall unconscious |
+| 2 | Take 1d8 damage |
+| 3 | All creatures within 30' take 1d6 damage |
+| 4 | All creatures within 20' take 1d6 damage |
+| 5 | All creatures within 10' take 1d6 damage |
+| 6 | **Save vs Spells** or flee for 1d4 minutes`` |
+| 7 | Migraine, can't attack, move, or cast next round |
+| 8 | Lost focus, can't cast next round |
+| 9 | Distracted, go last in initiative next round |
+| 10 | Temporary loss of motor skills, fall down (prone) |
+| 11 | Spell casts but target changes to a random target within range |
+| 12 | Spell casts but effect rebounds onto caster instead[^1] |
+| 13 | Next attempt to cast today gets additional -2 |
+| 14 | See hallucinations (illusory monsters, horrifying visions, etc) |
+| 15 | Lose ability to speak for 1d6-1 turns |
+| 16 | ... |
+| 17 | ... |
+| 18 | ... |
+| 19 | [Black Tentacles](/spells/black-tentacles.html) appear in 20' square area centered on caster |
+| 20 | No additional effect |
+
+
+
+[^1]: If the caster was the target, effect rebounds onto another random target within range or 10', whichever is greater.
### Ritual Magic
diff --git a/src/pages/spells/black-tentacles.md b/src/pages/spells/black-tentacles.md
new file mode 100644
index 0000000..d80973c
--- /dev/null
+++ b/src/pages/spells/black-tentacles.md
@@ -0,0 +1,26 @@
+---
+title: Black Tentacles
+description: The Black Tentacles spell for OSR gaming.
+date_pub: 2023-12-29T00:23:14.000-04:00
+section: spells
+content_type: feature
+short_code: sbt
+tags: arcane divine eldritch psychic
+---
+
+
+
+| | |
+| ------------ | -------------- |
+| **Level** | 4 |
+| **Duration** | 2 + 1d6 rounds |
+| **Range** | 90' |
+
+
+
+Squirming, ebony tentacles fill a 20-foot square that you can see within range.
+
+- Tentacles turn area into difficult terrain for duration.
+- Whenever a creature enters affected area for the first time each round or begins the round there, the creature must **Save vs Paralyze** or take 2d4 damage and be restrained by the tentacles until the spell ends.
+- A creature that begins the round in the area and is already restrained by the tentacles takes 2d4 bludgeoning damage.
+- A creature restrained by the tentacles can use its action to make a **Save vs Paralyze** to free itself.
diff --git a/src/pages/spells/calm.md b/src/pages/spells/calm.md
index 68e317a..67b6f5d 100644
--- a/src/pages/spells/calm.md
+++ b/src/pages/spells/calm.md
@@ -5,7 +5,7 @@ date_pub: 2023-07-02T18:57:00-04:00
section: spells
content_type: feature
short_code: sca
-tags: arcane divine
+tags: arcane divine eldritch psychic
---
diff --git a/src/pages/spells/index.md b/src/pages/spells/index.md
index 108eda5..b8bda04 100644
--- a/src/pages/spells/index.md
+++ b/src/pages/spells/index.md
@@ -10,6 +10,7 @@ short_code: s1
Below you'll find a growing list of magic spells from across the multiverse.
- [Befriend Animal (1 AD)](./befriend-animal.html)
+- [Black Tentacles (4 AD)](./black-tentacles.html)
- [Calm / Scare (1 AD)](./calm.html)
- [Color Spray (1 A)](./color-spray.html)
- [Continual Light (2 AD)](./continual-light.html)
diff --git a/src/pages/spells/read-thoughts.md b/src/pages/spells/read-thoughts.md
index 198be2d..467da73 100644
--- a/src/pages/spells/read-thoughts.md
+++ b/src/pages/spells/read-thoughts.md
@@ -24,4 +24,4 @@ Caster gains ability to observe and comprehend the thoughts of other living crea
- If multiple creatures are within range, the thoughts are an incomprehensible jumble, and another 1d10 minutes must be spent to single out a creature.
- After this, the thoughts of each creature in read can be read at will.
- Caster understands thoughts regardless of language.
-- Effect is obstructed by lead (any thickness) or at least 2' of solid rock.
+- Effect is obstructed by lead of any thickness or 2'+ of solid rock.
diff --git a/src/pages/tools/index.md b/src/pages/tools/index.md
index ae666b4..d7a4a17 100644
--- a/src/pages/tools/index.md
+++ b/src/pages/tools/index.md
@@ -32,6 +32,15 @@ short_code: t1
Powered by Dice.js
+
+
+ Dungeon Room Populator
+
+
+
+
Exploration Complications