Episode 4 - The Circle & The Ward
The Story
Step away from the standard spellbook and enter the Palladium World, where magic is a science, a negotiation, and a trap waiting to be sprung. Join a Vince as he dusts off the Second Edition rules and talks "Lost Arts"... the forbidden magic that survived the purge of the Elf-Dwarf War.
In this episode, I talk about the Diabolist and the Summoner...two classes that trade instant gratification for ultimate strategic power. We discuss the lethal geometry of Ward phrases , the high-stakes gamble of the Battle of Wills , and why knowing a True Name is deadlier than any sword. If you are ready to master the runes and command the darkness, welcome to the table. The Old Ones may be sleeping, but we are just getting started.
Website: https://RailgunsandDragons.com
Hey folks, welcome back to Rail Guns and Dragons.
I'm your host Vince and I know this podcast has been on a
little bit of a hiatus since 2025.
In the middle of the year, as I explained on our blog Rail
gunsanddragons.com is that my Co host Rob decided that he did no
longer want to do podcasting. So he kind of left me in a space
with no one to podcast with. Now I decided here and there
what I really should do with this podcast and a couple people
in the Facebook groups had to said, well why don't you just do
it solo like you do your other podcasts?
And I said, yeah, I could do that for quite some time until I
find a suitable replacement Co host for this as I love
Palladium books. I'm an ambassador of Palladium
books. I mean, probably so is everybody
else, but I enjoy them. I have a huge library of
Palladium books and I really want to talk about Palladium.
I noticed there was a lack of just a focus Palladium podcast.
As far as fantasy. There's a couple out there that
do whatever they do. The Death Head Taco truck, I
believe that's the name of it. They do an awesome job.
Those two dudes just kind of sitting there and I think
they're in a truck and just talk about Palladium and I really
enjoy that one that they're really cool.
That's probably the only one I listen to or I could, you know,
want to listen to. But today I just want to say
welcome back. And if you want to listen in
today, we're going to talk a little bit about something that
might be interesting. I don't know.
We're going to go a little deep into the, you know, the book
we're running games for Palladium World since, I don't
know, the 90s, early 80s, I mean late 80s.
I've seen 1000 woven quests. I've seen changeling spies
infiltrate the Western Empire. I've seen enough fireballs to
burn down the jungles twice over.
It's been a lot of fun over the years, but there's something
special about Plating Fantasy Second Edition that I feel
doesn't get enough love. Everybody wants to play a wizard
because, you know, instant gratification, right?
You say the magic words boom, lightning bolt.
Or you play a warlock because you want to be best friends with
the cool fire elemental and you know, whatever you want to be
that cool fire elemental pet guy.
Well, today I want to talk to you about a sinking man's magic
user OCC the the class that requires prep time, strategy,
and a little bit of madness. I'm talking about the lost arts
that survived the Elvin Dwarven war.
I'm talking about Diabloist and the Summoner.
I've done a couple videos on these things on my YouTube
channel at youtube.com slash at the evil DM, the evil DM.
Now, if you've ever played Dungeons and Dragons, which
probably a lot of us have, and moved over here because they'll
like Palladium a little bit better, and you haven't played
these classes, so you're right dumb and never really played
them, it's going to blow your mind because they don't work
like anything you used to. So let's crack open this book
called Palladium Fantasy Second Edition and look why these two
classes, in my opinion, are probably a good flavor of how
Palladium works. So let's start with the
Diabolos. In the book they call him the
Silent Mage, and that's probably one of the cooler nicknames I've
heard Kevin put on a class, or any game designer for that
matter, the Silent Mage. I like that a Diabolos doesn't
really cast spells. They don't chant, they don't
dance around, they write. They are the master of wards and
ruins or ruins. Excuse me now war wise this is
huge in the Palladium timeline. During the age of elves, magic
was everywhere. But after the elf dwarf war, the
two sides realized that you had nearly destroyed the world with
rune magic. So they perched it.
They haunted down the rune masters and they killed them.
The secrets of making rune weapons, those indestructible
soul drinking swords that we all want to slit the throats of the
bad guys with and become the hero or maybe even be the bad
guy with the sword to kill the hero are long gone.
But the the obelisk actually remembers the alphabet.
They can make this. They can't really make the
swords anymore, but they can use the symbols to create magic
traps and protections. Let's look how let's look how
this works mechanically because a lot of people can't wrap their
head around these classes. And this is where the the
obelisk sometimes in, in my book, has become the ultimate
MacGyver in quotes of the party. If you remember MacGyver from
the 80s TV show, I'm not talking about the new one.
I've never watched that. The obelisk places a word symbol
on an object or a person. To make it work, they need to
combine symbols into like a certain phrase.
Let's say you're camping in an old Kingdom in the mountains and
you're worried about COBOL sneaking in.
Well, a wizard would have to stay awake and, you know,
possibly cast a spell or whatever.
A temporary spell, whatever key would maintain it, whatever.
The obelisk takes a piece of chalk, maybe some paints with
some resin, and draws a symbol on a rock.
Boom. He draws a symbol for alarm.
He combines with the symbol for area of effect.
Now if anything enters that area, the sound alarm goes off
and the Diablo's head. He wakes up, wakes the party,
and you ambush the Cobalts instead of them ambushing you.
But let's get a little nasty here because some people are
saying yeah, big deal. Let's say you're being chased by
a ball rock. You run through a door.
You don't dislock it, you paint a ward phrase on it.
You paint a trigger and by condition evil, inflict and
agony. Now when the demon touches the
door, he doesn't just get locked out, he gets hit with the magic
that causes stabbing pain in his head and stomach.
He loses initiative, he loses attack and his speed is cut in
half. And you know what the best part
about all this is? The Diablos is immune to his is
immune to his own wards. You can trap your own spellbooks
so that if a rogue in your party tries to steal it, they go blind
for 10 minutes. Not that I recommend, you know,
in party fighting, but hey, thieves, these thieves.
And I've had a lot of player characters and groups do this to
one another. So here is a catch That, and
This is why playing a Diabolist is kind of challenging and it
takes a little bit of time during a war really is an
instant. If you sketch it, it takes a
melee a round or two. If you carve it into what, a
stone? It could take hours depending on
how well you do it. But if you carve it, it does
last until the object is destroyed.
That is the benefit of it. I don't know.
Once you spent his downtime carving protection from undead
onto the armor of everyone in the party, it took him weeks of
game time. But when they finally raided
that vampire later, vampires really couldn't touch them.
They were walking tanks of holy repulsion at that point.
The power is that, and that is the power of the Diabolis.
They aren't artillery, they aren't your engineer.
You prepare the battlefield before the fight even starts.
They also get a permanence ward and this is like a Holy Grail
when it comes to certain things that they can do.
It costs a massive amount of PPE, potential psychic energy to
those that are listening for the first time to activate.
Usually requires A sacrifice or some type of Nexus point, but it
does make the effect of magic permanent.
And Speaking of PPE, that does bring me to the other lost art
here. The class that makes everyone
else at the table nervous. And I had a player who played
this class, the Summoner, and he didn't quite understand the
class itself, also known as the Circle Master or the Mad Mage.
My player who played this class thought we were playing first
edition of the time because we had just transferred over from
Advanced Dungeons and Dragons and we were playing pleading
fantasy or just Palladium as they called it back then.
And he thought by playing a Summoner based on some of the
rules that he would be able to command or control anything that
he wanted to without a problem. Well, little did he know that.
Yeah, while the original 1st edition book does leave a little
bit out of the rules, they did have to do something in High
Seas Book 3 to kind of do a little Q&A and update the class
as far as what it could and couldn't do and how long it
took. Things.
He thought he would just create this control that person, and he
would have like this ultimate munchkin power over everyone,
which, Oh well, didn't work that way.
People get saves. They can't just automatically be
under your control. But you know, Second edition
cleaned a lot of this up. So if a diabolist is an engineer
the summer, the Summoner is a nuclear physicist who doesn't
quite know if the reactor is stable.
In most RPG, summoning is just a spell like summon monster 1,
Summon Monster 2, right? You know, you've heard those
spells before. You cast it, a badger appears,
it fights for you, and then, you know, skitters away.
In Palladium Fantasy Second Edition, summoning is a ritual.
It is dangerous. It's dark and incredibly
favorable. And here's how it works.
A Summoner just doesn't wave a wand.
They have to draw a magic circle on the floor.
They need components, usually candles, gems, specific colors,
and, of course, blood. Yeah, I said blood.
To activate the summoning circle, you almost need blood, A
blood sacrifice of some sort. Now, before you get squeamish
and the book says, the book says it could be an animal, a
chicken, a goat, or a pigeon. But it sets the tone, doesn't it
really? I mean, you're ripping the hole
in reality and putting, pulling something through to do your
bidding or whatever. Here is the mechanics that make
this so intense. The battle of wills.
When you summer summer, when you summon A lesser demon, it
appears in the circle. It's trapped there, but it
doesn't have to obey you. You and the demon have to roll
off. The demon has to roll a saving
throw against your mental endurance ME attribute.
If the demon wins, it just sits there and laughs at you.
It insults your fashion sense and your mom, and it refuses to
help. Now, if you win, which is your
whole goal of summoning these things, it's subservient.
It has to has to obey your commands.
But here is the kicker in this whole situation, if you fail to
control it, you now have a demon living in your room who is very
annoyed. You could try to banish it back
to Hades, but there's a chance it resists that too.
If it stays, it might try to trick you into breaking the
circle, and if that circle breaks, well, you're now the
demon's bitch, so it'll be harsh, but that's how it is.
I love this mechanic because it makes magic feel really
dangerous in the Palladium world.
It's not just a vending machine. It's basically a negotiation
with the shark. If you kind of get me an idea
here. The Summoner has access to
different types of circles. You have protection circles,
which are great for camping in dangerous territory.
You draw a protection from undead circle and vampires,
literally, or whatever undead can just, you know, really can't
cross that line. Then you have your summoning
circles, which we just talked about, and you can summon almost
anything, angels, demons, elementals, insects, animals,
whatever. And then finally the power
circles. These are the big guns.
Let's talk about the Power Matrix.
This is unique to Palladium. It allows you to link circles
together. You can have a summoning circle
linked to a power circle that gives you the strength to
control what you just summoned. It allows for a complex magical
setups that you just don't see in other systems.
One of the coolest role-playing elements of the Summoner is the
concept of true names. In Palladium, when you have the
true name, you have power. If a Summoner knows the
character's true name in quotes, the name of your parent that you
were given, a name of your parents gave you at birth, he
receives a massive bonus to summoning and controlling you.
This leads to the great cultural quirk where characters in
Palladium world often go by nicknames or some type of public
name, keeping their true names secret to avoid magic slavery.
I even had my characters when we were playing the game have their
true name written on their character sheet and then what
people call them in public. So if you play a Summoner, your
quest isn't always for gold, it's mostly for knowledge.
You want to find the true names of the local bands so you can
summon them into a circle and forcing the call off as tax
collectors. You really want to do that, but
I've had characters try to do stupid things like that.
But why not? You want to find lost books that
contain the diagrams for the dimensional rift circle so you
can travel to other worlds and experience other things.
Now a quick comparison for few veterans out there.
Why play these two instead of a wizard?
A wizard is versatile. They learn spells.
They cast them fast, usually in two per melee around.
They are your combat artillery, but Diabolos and Summoners are
your force multipliers. A Dabol Diabolos makes the whole
party's year better. He puts wards on the fighter's
shield, so blinds the enemies. He wards the thief's bag so
nobody could steal from him. He creates the safe house where
you rest the Summoner. He brings the reinforcements.
Why fight the ogre Chieftain yourself when you can summon A
Gargoyd Lord to do it for you or summon a shadow beast to spy on
the enemy camp? Well, correction, he can try to
do that if he really wants to. He's high enough level, level
that is, and definitely a game changer when it comes to that
stuff. But you have to deal with the
stigmata when it comes to all these things.
The lore of the book is very clear.
During the Millennium of Purification, elves and dwarfs
haunted these guys down. Rude magic and circle magic were
often seen as dark arts. If you walk into a town in
eastern territory and narrow and announce your summer, people
might think you're a witch. They might think you can sort
with the Old Ones. And honestly, you probably do
consort with demons, and that's kind of part of the fun of the
whole class. So here's my challenge to you
out there. If you're starting a Palladium
fantasy campaign, look at the Men of Magic section again.
Skip past the wizard, skip past the warlock.
Look at the Diabolist, and look at the Summoner.
Think about playing characters who treat magic like science, or
a contradiction, or a contract law negotiation.
I should say. Play the Diabolist who is
obsessed with finding lost, ruined magic, carrying around a
notebook full of symbols and combinations.
Play the Summoner who is constantly trying to outsmart
the demons he calls up, walking that razor's edge between old
with power and being eaten alive by these demons he's summoning.
So these classes are for a role-playing depth that is baked
right into their mechanics. They struggle for components,
time management, they hunt knowledge it it drives the story
forward with role play and a lot of fun.
And one last tip for Game Masters out there running these
classes for their group, give them time.
If you run a hack slash game where players never stop moving,
these classes will feel useless and probably wouldn't fit very
well because they need prep time, need a few hours to do
what they need to do. So let them have some time.
Let them have a stronghold, let them set traps.
If you let them use your abilities, they will surprise
you every single time. There's nothing funnier than
watching an invincible NPC villain trigger a power ward,
link to paralysis condition, and drop like a sack of potatoes in
front of you. All right, I think that's going
to be enough for this episode. For this week, I hope you're
inspired you to dust off the book and roll up something
weird. Roll up something interesting in
the comments below on either on Spotify or you can go to
railgunsanddragons.com. Tell me about your experiences
playing in Diabolis. Did you ever mispronounce a
power word and blow up your own party?
I want to hear the war stories. If you enjoyed this, you know,
kind of a deep dive into the Pallium world, don't forget to
like the podcast on Spotify. Subscribe, rate US five stars.
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Until next time, keep your powder dry and your circles
sealed. Don't forget to head over to
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That helps out too. All right.
Good night, everybody.
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