Does the shrink effect caused by the Wand of Wonder last the full minute?

One player in my campaign just used the Wand of Wonder and got the effect:

66-69 — You shrink yourself as if you had cast enlarge/reduce on yourself.

Enlarge/reduce has a duration of:

Concentration, up to 1 minute

Does the effect last the full minute, or can you end the effect early?

We ruled that it’s the full minute because the wand is the one that cast the effect so it’s “concentrating”. Is this correct?

What does the Wand of Wonder mean when it says “as if you had cast” vs. “you cast”?

One of the possible effects of the wand of wonder magic item is (emphasis mine):

You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by the spell, or if you didn’t target a creature, you become the target.

There are multiple possible effects for the wand of wonder that use a similar wording. There are also many possible effects for the wand that say instead that "you cast [spell]".

Mechanically, what are the differences between the two wordings (if any)? What exact aspects of the spellcasting process/effects are different between the two?

I heard of a famous lasombra build, and I wonder how does one make it work?

I’m a DM for D&D and Vampire the masquerade. After I looked on some D&D Multiclass Build that could break my games (and gave me ideas for bosses), I search some build for Vampire the masquerade. I found out only one build that always return on the table, with only few things explanation:

The so called Lasombra Death machine (Yeah I know their is one more word, but no I will not write it).

The only explanation I found was on a forum topic about making de greatest supernatural fighter:

Str 1 Dex 1 Sta 5 Manipulation 5

Occult (obtenebration) 5

Obtenebration 5 (will always be in Tenebrous form)

Relevant Merits: Discipline prodigy (Obtenebration) The difficulty for any use of this Discipline is reduced by 1 to a minimum of 4.

Preparation: cover area of battle in Shroud of Night


  1. Spam Arms of the Abyss
  2. Direct x Arms to hold the opponent, with x=half the number of Arms summoned, until the total number of grappling arms =the number of actions the opponent can achieve in a turn. 2a. Do not forget bonuses for attacking helpless opponent 2b. Do not forget multi-attacker penalties for opponent.
  3. Remaining arms use constrict melee attacks for 7L damage per arm per turn
  4. Win

But I’m not able to believe that the entire build. Is it really just that? THE thing that all game masters should be prepare to handle?

Does Tool Expertise and Wonder Maker stack? [closed]

I have a Rock Gnome Artificer, which grants Tool Expertise, but I want to take the Wonder Maker feat. Do you add +3 for proficiency, +3 because of Tool Expertise, and +3 because of Wonder Maker when doing a tinker’s tools check?

Tool Expertise

Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

Wonder Maker

When you make a check using your proficiency with tinker’s tools, you add double your proficiency bonus to the check.

How does “uses” and “duration” apply to Wonder Woman’s bracers and Superman’s suit in DC Heroes?

In DC Heroes (first edition, 1985), Wonder Woman (Gamemaster’s Manual, page 80) has, under equipment, her “Bracers” with “Uses 10: Duration: 15″. Superman (page 79) has his “Super Uniform” with “Uses: 4, Duration: 26”.

I see a description of uses and durations for buildings (page 29), vehicles (page 32), and weapons (page 33), but I don’t grok how that applies to bracers or the suit.

From the description of buildings and weapons, this would seem to mean that Wonder Woman can use her bracers for up to 10 days (10 uses, and duration 15 is 1 day), after which maintenance is required? Superman can use his suit for up to thirty-two years (4 uses, and duration 26 is 8 years), after which maintenance is required?

The note about duration on page 28 for “ordinary gadgets” implies the the uses must be tracked when in actual use—that is, Wonder Woman would only count the few seconds of combat time per day that she uses her bracers. But the note about duration on page 25 describes uses as “the number of times the gadget can be used” and describes duration in terms of “gadgets that mimic Attributes and Automatic Actions (like Running, Flight, Swimming) or “gadgets that mimic Standard Actions (like Starbolt, Bio-Blast, etc,).

Because Force Shields (Wonder Woman’s bracers) are “Type: Automatic”, does this mean the player tracks the actual combat time that the bracers are in use? Seems like they would last forever. Skin Armor (Superman’s suit) are also automatic (and the suit’s Body is an attribute), so the player technically would track the amount of use the suit gets?

In both cases, it seems as though tracking is unnecessary unless there’s some sort of time travel involved, as, especially in the case of Superman’s suit the time used will never in normal game time reach the uses times the duration.

The section on armor in the Player’s Manual, page 24, does not mention use or duration.

How does uses and duration affect Wonder Woman’s use of her bracers, or Superman’s use of his suit?

How do I build a sense of wonder in my games?

I guess this is part three of a series of questions, with part I being on building tension, and part II being on building comedy.

Greg Stafford has talked of his primary motivation as a gamemaster being the evocation of wonder in players. His Glorantha setting has any number of wonder-inducing features. For instance, Skyfall Lake, where the timeless realm of the gods joins the time-bound realm of mortals, is a great gash in the sky where the blood of a dead god falls as water into a lake. The Cult of Nysalor is a metaphysical wonder, revolving around the sublime madness of an awakening that frees you from all moral and spiritual constraints and makes the choice between heroism and world-consuming evil a matter of one’s attitude to one’s own desires.

How can we get our players to be enraptured by our game’s set pieces?

$20 label design – One Pot Wonder Balm 24hr Competition

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Payment via paypal and I will need the PNG/PSD high res files on completion. Competition for 24…

$ 20 label design – One Pot Wonder Balm 24hr Competition

Wonder item: Pipe of Pied Piper of Hamelin

I am about to start a new Mage 20 campaign. I have never done a campaign of Mage before and while I have been storyteller of Vampire for a few years I am a bit doubtful on how to calculate the spheres of cerain effects.

One player wants theyr player character to have a wonder that is (or works like) the Pipe of the Pied Piper of Hamelin. The PC has 2 points in the background Wonder so it means a Wonder of 4 to 6 points. The powers are like this:

  • Using the pipe the mage can attract all rats from the surroundings (the rats in the sewers, the rats in that abandoned building, …). The rats just are called to the mage but the mage cannot instruct the rats to do anything special. I have judge this power as Mind 2 / Correspondence 2 effect.
  • Another use of the pipe is put the humans that can hear the mage in a soft trance. The humans will stop to do anything and they will just hear the music and walk behind the mage if he moves. Any violent or distracting event will take the humans out of the trance. I have judge this power to be a Mind 3 effect.

In both cases the actual number of rats or person affected will depend on the number of successes using the Pipe. The Pipe has Arete 5.

Is this wonder balanced rules wise? Are the effect and spheres right?