Wednesday, December 17, 2025

Clerics of Dyeus Phater, Part III

Spells of Dyeus Phater
The Sky Father grants great might, both from above and via his magic. Such things usually cannot be repeated until the sky renews though. As such, clerics of Dyeus Phater and other Proto Indo-European deities cannot cast the same spell more than once each day unless under special circumstances, detailed further below. Being the 'original edition' of many later pantheons, similar restrictions apply to the other Proto Indo-European gods as well.

Wednesday, December 10, 2025

Clerics of Dyeus Phater, Part II

Examples of Magical Side-Effects & Emphases 
The Sky Father can be seen in various ways. 
  • If a cleric of Dyeus Phater's emphasis is Lead Your People to Greatness, then his magical side-effect result #1 could be:

     1. Lead Your People to Greatness and No Other
    : Following any other god besides Dyeus Phater is no option. Unless the recipient specifically follows Dyeus Phater and at least respects leading your people to greatness, no magic occurs if the spell would be beneficial. If not, then it should work very well.

Wednesday, December 3, 2025

Clerics of Dyeus Phater, Part I


Dyeus Phater
Proto Indo-European Sky Father


Tenets of Dyeus Phater

  • Lead your people to greatness
  • Everything for them, nothing for others
  • Honor those who came before by perpetuating traditional ways
  • Expand your seed, helping your children take new lands
  • Further the sacred against Chaos
  • Only true men can do this


Wednesday, November 26, 2025

Gods & Entities of Witchcraft, Part III

Witch Spells by Patron Type
As magic-users, witches generally learn spells as they do. Their types of patrons, whether gods, goddesses, beast spirits, demons, devils, elementals, fairies, fates, nature spirits, undead spirits, or vampire lords, determine which ones they are more likely to know. 

Unlike priestesses, nature priestesses, barbarian clerics, and seeresses, witches aren't necessarily as formal, public, feral, or traditional in their devotion to divinities or spirits. Unlike sorceresses, fey enchantresses, or hedge wizards, witches aren't always as chaotic and obscure, arbitrary and whimsical, or rustic. And unlike wizards and warlocks, they may not focus on conceptual understandings, or have an insidious source of power, whether asked for or not. Witches are eclectic, so their approaches are odd, combining the ways of various classes, even if they access many of the same spells as them.

Whatever the case, they abide by the guidelines below.

Wednesday, November 19, 2025

Gods & Entities of Witchcraft, Part II

Witch Tests / Curses
Much can happen to and from witches. As such, their tests are also known as curses.

Even if the witch rolls the same magical side-effect thrice, there's still a 33% chance of the test affecting someone else in a random direction of her instead. Many of a witch's magical side-effects affect others too; that is, until enough of those so harmed have had enough with her. 

Wednesday, November 12, 2025

Gods & Entities of Witchcraft, Part I

Witch Gods & Supernatural Entities
Such misfortune can give one pause, and may be hard to know which witch is which. 


W
ays of Witchcraft

  • Serve your patron's will, it is entwined with your own
  • Engaging in that which grows and flows
  • Knowing that all cycles renew...
  • For some more than others


Wednesday, November 5, 2025

Gods & Spirits of Hedge Wizardry, Part III

Hedge Wizard Spells
Everything they do relies on a substance to work. Typically something crude, though for the hedge wizard, his potion or personal wand is effective enough (usually, at least). Note: hedge wizards aren't the best spellers.

Each hedge wizard knows 1d4+2 spells per spell level. For instance, a 3rd level hedge wizard might have three 1st level spells and five 2nd level spells that he can select to prepare. Each one they know is drawn from a god or spirit's list (see below). What the spell is can then be chosen or selected at random, though they cannot be ones that cause any damage- at least not on purpose. Hedge wizardry is generally more subtle than that. 

They can otherwise cast the same number of spells per day as a magic-user of equal level, though of course, those prepared as a component can only be cast again once they've been used or expire.

Wednesday, October 29, 2025

Gods & Spirits of Hedge Wizardry, Part II

Hedge Wizard Tests
Buyer beware. Such things happen when rolling a 1 for a hedge magical side-effect and failing to save, or when rolling the same side-effect number thrice. All may occur regardless of it being a customer or the hedge wizard himself. 

   1-7. Your concoctions may vary. Whether a poultice, potion, talisman, charm, amulet, or the hedge wizard's own implement, something may not go quite as intended. Instead, roll 1d6.
  1. The implement or component undergoes what could be called 'being a dud' and turns out to have expired early, and is thereby useless. The hedge wizard cannot cast its associated spell for the next 1d12 days too.
  2. A random spell that the hedge wizard knows is conveyed by the implement or component instead.

Wednesday, October 22, 2025

Gods & Spirits of Hedge Wizardry, Part I

Hedge Wizard Gods & Spirits
Concoctions can yield some interesting results. 


Ways of 
Hedge Wizardry

  • Implement magic with the things at hand
  • Do so with ingredients of a spirit or divinity
  • Some components are better than others