Field of Illusions Web Comic Panel

Thought I’d try my hand at a web comic. This is my first real effort at one to post on this site. Enjoy.

The larger-resolution images linked to below are best viewed on a wide screen, such as on a laptop.

Field of Illusions Web Comic Art

Permission is hereby granted to download and save the Field of Illusions comic or original art images for subsequent personal viewing or to use as computer wallpaper. Permission is expressly not granted to redistribute these images or to place them on your own web site. If someone else expresses interest in these images, please send them here.

For those who are interested in the creation of this image, here’s what I did. I rendered the original piece of art in DAZ Studio using the Iray renderer. I then used a 2D paint program to crop the image and place the text. Some people use Photoshop for this sort of thing, others use Gimp. I use Serif Photo Plus X5, which is less expensive than Photoshop, but for me has a better user interface than Gimp. Other than doing the cropping and adding the text bubbles and text, there is no other postwork in the comic panel. That is, I didn’t add any special effects to the artwork in the 2D paint program.

The figures used are, on the left, Star by Lady Littlefox and RuntimeDNA, and, on the right, Aiko 3, a DAZ Original model. Star is wearing the Ruby Red outfit by Lady Littlefox/RDNA and the Goth Top Hat by Evilinnocence/RDNA, with original textures replaced by Visual Style Shaders by DraagonStorm and TheNathanParable. Aiko is wearing the Dixie outfit and Dixie Hair by Lady Littlefox/RDNA/DAZ. The background and sky is from the Iray SkyDome Super PAK by Magix 101. I used the Visual Style Shaders on Star’s skin and the JM HumanShader from JavierMicheal on Star’s eyes. I found that rendering Star in Iray caused the whites of her eyes to turn dark, even when applying a white Visual Style Shader to the whites of her eyes, but they stayed white when I used the Eye Surface JM HumanShader. I also used the JM HumanShader on Aiko’s skin and eyes.

The sparkling lights in the air are Iray Sprites from Khory.

Since I was rendering in Iray, I selected all the non-Iray surfaces in the image once I had everything set up, and applied the Iray Base Shader to them all.

Star’s pose is from the Cute Star Poses by Sedor. Aiko’s pose is based on a pose from Aiko 3.0 First Moves by DAZ/Diane. I modified the pose to get the right arm up in front of her face, to have her peeking through her fingers.

One last thing of note: I wanted Star to have red lips, but didn’t have any texture in my runtime for that. While I could have altered a texture file to get it, instead I figured out how to create a new surface from the polygons forming her lips, and applied a red Visual Style Shader to the new surface. It was quite exciting! 🙂

Thanks for visiting! If you’ve enjoyed my creative work, I’d love to hear it in a comment.

Codex of the Troll Mystic: Elementals, Part 8 – Dimension Hopping and Summonings

An elven wizard summons a fire elemental

An elven wizard summons a fire elemental. Image copyrighted ©2014 by Eposic. All Rights Reserved. Rendered using DAZ Studio 4.7 Pro. No postwork. Click on the image for a larger version.

In this installment of Khayd’haik the Troll Mystic’s series on elementals, he discusses how elementals can move between dimensions, including when they are magically summoned from their home planes.

Check out the introductory installment on elementals if you missed it or any previous installments, or just want to refresh your memory on what has come before.

Dimension Hopping Basics

Elementals can freely pass from one dimension to an adjacent dimension, but only to an area that contains a concentration of its associated element. Elementals may also cross dimensions in answer to a wizard’s proper summons. A proper summons will involve some amount of the associated element, the purer, the better.

Summoning Basics

Elementals can be summoned by wizards to perform tasks. They often do not care they have been summoned nor do they care they are being given tasks. An elemental has a strong survival instinct, however, and will abandon any task that threatens its survival unless the magic binding it is too powerful for it to break. There are not many wizards who can work magic that powerful. Wizards are best served by giving an elemental a task that involves the elemental’s associated element and does not put the elemental in danger. Continue reading “Codex of the Troll Mystic: Elementals, Part 8 – Dimension Hopping and Summonings”

Codex of the Troll Mystic: Elementals, Part 7 – Interactions with Air, Gases and Empty Space

A flame elemental flying through the air over a green landscape with birds flying in the background.

A flame elemental flying through the sky. Watch out, birdies! Image copyrighted ©2014 by Eposic. All Rights Reserved. Rendered using DAZ Studio 4.7 Pro. No postwork. Click on the image for a larger version.

In this installment of Khayd’haik the Troll Mystic’s series on elementals, he discusses how elementals can interact with air, gases and empty spaces. Khayd’haik refers to empty spaces as voids. You may know them better as vacuums.

Check out the introductory installment on elementals if you missed it or any previous installments, or just want to refresh your memory on what has come before. Yes, it has been over a year since the last installment.

Interactions with Air, Gases and Voids

Not all elemental types can fly. Some can travel through both air and voids, while some can only travel through air, unable to travel in a void. “Air” in this context includes any gaseous environment, even a toxic one. Some elementals would be harmed by passing through a toxic cloud, however. It depends on the type and strength of the toxin as to which elementals would be harmed and how badly they would be harmed by passing through the toxin. There are too many variables to list all conditions. Continue reading “Codex of the Troll Mystic: Elementals, Part 7 – Interactions with Air, Gases and Empty Space”

Codex of the Troll Mystic: Elementals, Part 6 – Interactions with Water and Liquids

A water elemental swimming near the ocean floor.

A water elemental in natural form swims near the ocean floor. Image copyrighted ©2013 by Eposic. All Rights Reserved. Rendered using DAZ Studio 4.6 Pro. No postwork. Click on the image for a larger version.

It’s been a while since my last blog post. I was sick for about three weeks, but I’ve also been so focused on my debut fantasy novel, I’ve let this blog slide. And slide. And slide. Three months. Ugh. At least I’ve finished my third draft and the fourth rewrite of the ending. Next up are the edits needed throughout the novel that I made notes about while rewriting the ending. Then I’ll make a few editing passes through the whole thing. Once I’m satisfied with my edits, I’ll be looking for beta readers.

But this post is not meant to be about my novel….

In this installment of Khayd’haik the Troll Mystic’s series on elementals, he discusses how elementals can interact with water and liquids.

Check out the introductory installment on elementals if you missed it or any previous installments.

Interactions with Water and Liquids

All elementals can swim in hot, warm, or cool liquid surroundings.

Water elementals naturally swim fast in water, regardless of the temperature of the water, as long as the water is in liquid form. They swim slightly slower in other types of liquids. The thicker the liquid, the slower the water elemental can swim through it. They cannot survive on an extended basis in very hot liquids thicker than water. For instance, a water elemental could survive indefinitely in a hot springs but not in a lava flow. Continue reading “Codex of the Troll Mystic: Elementals, Part 6 – Interactions with Water and Liquids”

Codex of the Troll Mystic: Elementals, Part 5 – Interactions with Solid Objects

A stone elemental in humanoid form walking through a wall as though it wasn't even there.

A stone elemental in humanoid form is seen walking through a wall as though the wall were not even there. Image copyrighted ©2013 by Eposic. All Rights Reserved. Rendered using DAZ Studio 4.6 Pro. Postwork performed with Serif PhotoPlus X5. Click on the image for a larger version.

In this installment of Khayd’haik the Troll Mystic’s series on elementals, he discusses how elementals can interact with solid objects, including traveling over or through them. While most of this discussion concerns earth-based solid objects, Khayd’haik also addresses interactions with ice-based solid objects.

Check out the introductory installment on elementals if you missed it or any previous installments.

Traveling On Solid Surfaces

All elementals can travel across horizontal solid surfaces, such as the ground or a floor. However, elementals that can fly will typically be able to cover a distance faster by flying rather than walking. If walking, an elemental’s movement depends on the shape it takes. An elemental in the shape of a human would walk about the same speed as the average human. If it formed longer legs it could walk faster. If it took the shape of a horse, it could move about as fast as a horse can gallop. A sizable elemental that took on a roughly spherical shape could roll down a grassy hill more quickly than it could walk or run down the hill in humanoid shape.

A shadow elemental in two-dimensional form can travel quickly across a solid surface, whether it be horizontal or vertical, provided the surface is not brilliantly lit. If the elemental can be seen, it may appear to be the shadow of a flying creature. A two-dimensional shadow elemental traveling across a partially lit or unlit solid surface can move as quickly as a wind elemental can fly through the air or a water elemental can swim in the water. A three-dimensional shadow elemental cannot traverse a vertical surface.

Other elemental types, including stone elementals, cannot travel along vertical surfaces without handholds or some way to grip the surface. Continue reading “Codex of the Troll Mystic: Elementals, Part 5 – Interactions with Solid Objects”

How Quick is Your Magic?

Cover Art for The Crimson League I just finished reading the fantasy novel, The Crimson League, by Victoria Grefer. The book was about sorcery and those who deal in it, and presented magic in a way unlike most other fantasy tales I’ve read or fantasy role playing games I’ve played.

In The Crimson League, magic is powered by Lin, for which not a lot is explained, but that’s beside the point. There’s a power source, and it has a name, something other than manna or The Force or kremm. To tap into this power source, one must have inherited the talent to do so, a status to which not everyone in the world qualifies. If you have the talent, then you must focus your mind and speak the correct word or short phrase. If you don’t focus correctly, the casting may produce an effect not quite what you want. With practice, you can learn how to focus correctly without as much effort. If you don’t speak the magic words correctly, the spell doesn’t take effect. If a magical word is supposed to end with an e and you say it with an a, it isn’t going to work, even though the untrained ear might not be able to tell the difference.

In Herezoth, the land in which unfurl the events of The Crimson League, learning a spell can be done by simply hearing another sorcerer cast it. Fortunately, you don’t have to shout it, or even speak it in a normal voice; if you don’t want your enemies learning your spells, you learn to whisper them when you cast them. But in the heat of battle, it might not be that easy to remember to whisper. And if someone has the ability to read your thoughts, they can learn your spells that way. It gives a whole new twist to using and learning magic.

Take all of the above and put it together with the fact that a sorcerer can fire off spells as fast as they can be spoken, and you can see that sorcerers in Herezoth are damn powerful. It’s no wonder the general population is highly prejudiced against all sorcerers. An experienced sorcerer could take out a band of sword-wielding warriors in a matter of seconds, without a single warrior having the time to swing a sword.

I think every other system of magic I’ve read about, whether in fiction or in role playing game rules, is more constrained than Grefer’s. In one popular system, the sorcerer must memorize the spells that can be cast that day, hanging them as it were on a spell rack from which the sorcerer may choose until the spells on the rack have been expended or the next day arrives. Most of these spells can be cast fairly quickly, but there are a limited number of each spell that may be cast per day, according to how the sorcerer chose them when the day began. Still, it is unlikely a sorcerer can cast multiple spells before any warriors in the area would have time to launch a physical attack on the sorcerer.

In the magic system of the role playing game Tunnels and Trolls, sorcerers don’t have to memorize spells beforehand, but is limited by the amount of kremm the sorcerer can manipulate at any given time, with more powerful spells requiring more amounts of kremm. After a spell is cast, the sorcerer must wait two full minutes before casting another one, presumably because the casting has temporarily disconnected the sorcerer from an immediately available source of kremm.

Yet other magic systems require lengthy rituals to invoke magic. These rituals might take hours or even days to complete, may require multiple participants, and may require items or lives to be consumed or sacrificed. They are more easily interrupted if you can find and reach the location of the ritual, but the effects of successfully cast ritualistic magic are typically extensive, causing or solving problems for vast numbers of people in one casting.

In fantasy fiction, it is typical for magic systems to be constrained for dramatic effect, especially if the protagonist is one who works magic. If sorcerers are magnitudes more powerful than warriors, a tale with a sorcerer protagonist fighting warriors becomes too predictable and boring, since it is expected that the sorcerer will handily defeat the warriors without problem.

Stories abound with a warrior protagonist and an extremely powerful sorcerer antagonist. These stories work because the warrior will be a sympathetic underdog character, but the problem here is to make it believable when the lesser warrior character defeats the all-powerful sorcerer. It’s just easier to tell this sort of tale if magic is constrained in some way, so the warrior character can figure out how to take advantage of the constraints to defeat the sorcerer.

In a tale with a sorcerer protagonist, such as The Crimson League, where users of magic are so much more powerful than warriors, the antagonist pretty much has to be an even more powerful sorcerer. This can make for an entertaining read, as Victoria Grefer proves with her tale. But the direct combat encounters between the protagonist and the antagonist can’t be too numerous—if the antagonist is that much more powerful than the protagonist, then the antagonist should handily defeat the protagonist after only an encounter or two.

My point in all this is that it depends on the kind of story you want to tell as to how constrained you should make your magic system, whether in fiction or a role playing game. In The Crimson League, combat encounters involving sorcery are deadly. To maintain the suspension of disbelief, characters of which the readers/players may have grown quite fond must become casualties. If the author/GM must kill off numerous characters, there will need to be a lot of characters around to start with, or more will have to be introduced as the story progresses. It’s not always easy for the author to manage a large stable of characters or for the reader to keep them all apart. If characters are continually introduced into the story just to be killed off, it becomes difficult for the reader to identify with or care about any of these characters.

If your tale concerns a sorcerer protagonist with few or no companions, you need some clear constraints on your magic system, so it will be believable when your protagonist is able to avoid being immediately incinerated by the more powerful antagonist, and so your protagonist isn’t expected to be able to automatically pulverize warrior foes.

But if you can pull off a tale of high-powered, low-constrained magic involving a sorcerer protagonist, a more powerful sorcerer antagonist, and lots of supporting characters ready to become casualties, and you can do it without making all the characters two-dimensional cutouts, then I applaud you, as I applaud Victoria Grefer with The Crimson League. If you like fantasy fiction and you’ve not read her book, I highly recommend you do.

My Goodreads Review
The Crimson League by Victoria Grefer
My rating: 5 of 5 stars
The Crimson League I’m a sucker for fantasy novels with sorcerers and sorceresses as POV characters. In The Crimson League, the POV character is the sorceress Kora, but because of magic we are made privy to what is happening with other characters, including some that are miles away from Kora, without losing Kora as the POV character. This is genius on the part of the author.

When I read how magic works in the world of this novel, I wondered if the author would be able to pull it off in a manner that would allow for the continued suspension of disbelief. Those who practice magic can cast spells as quickly as they can speak the words, if they are able to focus properly. Spouting off three spells in immediate succession, within a matter of seconds, is possible in this world. That makes for quite a different story from one in which spells require rituals or material components or at least a minute or two of focusing, gesturing, and chanting. It’s not easy to interrupt the casting of a spell. About all you can do to defend yourself is put up a shield in the split second before the spell effect strikes you. So you can imagine that conflicts involving magic are deadly, and the author does not hold back in this regard. Characters that I cared about were slain, some within view of the POV character and others not, and so the reader is made privy to the details of some of these deaths and not others.

In a review of The Crimson League that I read elsewhere, a reviewer didn’t like the character of Menikas. I did. Menikas always tried to do what was right, and not just for himself. He saved Kora’s life, but she didn’t appreciate it and refused to make peace with him. I’m confident that if I had been in the same situation, I’d have done the same thing Menikas did. Because of the way magic worked in the world, with it being so easy to fire off a spell with but a word, and in a situation where Kora would have been outmatched by enemies who had magic, she would more than likely have been killed if she had tried to do what she wanted, which Menikas stopped her from doing. She blamed him for what happened after that to some of her friends, but realistically if she had intervened when she wanted she would have been unable to prevent the outcome anyway.

The situation with Menikas, a “good” character who acted in a manner he thought honorable and which another “good” character thought was deplorable, is just one example of the complex natures of the characters in this novel. Even the antagonist in this novel has some redeemable qualities, including the ability to love someone other than himself.

I never have time to read a book of this length through from beginning to end without putting it down multiple times, so I appreciated the breaks where I could put the book down. But I must also add that I could not put the book down once I had read 70% of it. I had to finish it then, and stayed up way too late, until the wee hours of the next morning, so I could finish without putting it down. I wanted to put it down and get some sleep, but I always found myself starting the next chapter just to see how things were going, and then I had to finish the chapter.

This is not epic, save-the-world fantasy fiction, and it’s not urban fantasy, but it has elements of both. There’s a touch of romance, some underground crawls and above-ground treks and a lot of hiding out in cities, an ample supply of adventure and misadventure, sword and sorcery conflicts, trolls, and complex characters. It’s my kind of fantasy tale.

So, yes, I loved the book. I’ll be reading the other books in the trilogy. I was able to obtain this book as a free download, but I’ll pay for the next two, because I want to support this author. I’ll publish some of my own fantasy novels some day, and hope they are on par with The Crimson League.

Fire and Magic

Some of my visitors have seen this essay before. It is posted on, but I’ve added to it since the last time I mentioned it to my fellow Tunnels and Trolls fans, and some people who have started visiting The Troll Mystic more recently may not have seen the original essay. I post the updated essay here in full. Though it is written from the perspective of a fiction author, designers of role playing games and adventures might also find it of interest. Enjoy.

If you are writing a fantasy short story or novel that includes Magic, have you thought much about its nature, or is it just something that is there to be used whenever you need it? If you have a clear picture in your mind of how Magic works in your fantasy setting, it will help give your writing that consistent feel that readers expect. With this essay, I put forth one possible view of Magic, not necessarily for you to emulate, but with the hope that it will spark some creative flame within you to devise your own concepts of Magic.

I view Magic as akin to Fire. It isn’t there until the conditions are right for it. The wizard knows how to bring about those conditions. The right conditions might also happen accidentally, whether it be nature starting a random Fire or creating a random outburst of Magic. The careless handling of Fire can be dangerous, just as can be the careless handling of Magic. Continue reading “Fire and Magic”

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