Wednesday, October 15, 2025

Gods of Druidry, Part III

Druid Spells
Like other types of nature priests, druids know the spells of their divinity, though they can select other druid ones to be ongoingly substituted instead. Druids can also prepare a bonus druid spell of their choice for every spell level they have. In addition, they can access other spells thanks to their druid mysteries, detailed in Part II.

For example, a druid of the Dagda would usually have Enlarge on his spell list, but could opt to replace it with Entangle from now on. In any case, he can prepare an additional druid spell for each level on his list, which could also be Entangle or other ones.

Wednesday, October 8, 2025

Gods of Druidry, Part II

Mysteries of Druidry
As discussed in Part I, druids can select another class's ability that they can use for a total of 1 round per level, giving up the mysteries of their own divinities from now on in the exchange. They can select other classes or the same again as the druid grows in level, gaining additional uses. Having so many abilities to draw from is fitting for the various roles that druids can serve in a society, though they do so in their own, druidic ways. 

Wednesday, October 1, 2025

Gods of Druidry, Part I

Druid Gods
Nature is essential.


Ways of 
Druidry

  • Honor Nature, holding wild places sacred
  • See that the folk remain pure and attune with the Natural Order too
  • Ensure that the Old Ways are followed
  • Keep such teachings secret, free of the written word, and within one's order
  • Follow the tenets of your divinity


Wednesday, September 24, 2025

Gods of Wizardry, Part III

Wizard Spells
Wizards can learn spells from the magic-user spell list. In addition, not only does their deeper understanding of concepts allow for better castings, but makes such spells more acquirable too (see Wizard Divinities, below). What is more, if their deeper understandings would include cleric or druid spells, such as with Light or Beast, then they can learn spells of that nature from those lists too. Of course, wizards remain barred from casting any spells that directly cure wounds, for that remains the province of cleric-types. Otherwise, follow the rules for one's campaign with regards to magic-user starting spells known, ones added at new levels, and processes for learning additional ones when found.

Wednesday, September 17, 2025

Gods of Wizardry, Part II

Wizard Tests
The magic we bind might bind us too.

1-12. Despite his best efforts, the wizard experiences an unpleasant consequence for the next 1d12 days. Roll 1d6.
  1. One random spell that he knows is removed from his mind. During this time, he will be unable to cast it, nor comment to others about it.
  2. Those who lack any of his wizardry understandings will find him especially odd, whether from just his eccentricities or from the strange phenomena that occur around him too. He will thus suffer a -2d6 penalty to all Charisma rolls to relate to such mundanes. 

Wednesday, September 10, 2025

Gods of Wizardry, Part I

Wizards & Gods
Great knowing brings great power.


Ways of 
Wizardry

  • Study well, increasing your understanding
  • Use one's mastery of such concepts
  • Work great things


Wednesday, September 3, 2025

Gods of Fey Magic, Part III

Fey Spells
Enchantment all, the magic of the fey cannot blatantly cause or heal direct damage, nor trouble itself with good or evil. Those are the province of mortal magic- but all else is fair game! Fey spells are thereby more subtle things, focusing especially on what brings fortune (and misfortune), transformation, illusion, charm, and wonder. 
  • To determine which ones a fey enchanter might know, use the spell lists for two of the divinities that a type of fairy aligns with that also has their chosen aspect.
  • Make sure to leave out any directly damaging or moralistic ones of course.
  • Make sure to include the spells of Fey Lords if they match one or both of the divinities: 
    Arms & Armor (link)Blastings (link), Blessings & Curses (link), Champions (link), Food & Drink (link), Maidens (link), Puppets (link), Realms (link), and Wards (link).
  • Being akin to spontaneity, fey enchanters need not prepare their spells ahead of time. They can cast the ones that they know on a whim, up to the amount per day and spell levels that a cleric of the same level can.

Wednesday, August 27, 2025

Gods of Fey Magic, Part II


Fey Tests
The fey can give, and the fey can take. Whether rolling a 1 as a fey magic side-effect, getting the same side-effect number thrice, or via some other occurrence that runs afoul of them, such may indeed create a test. If called for, see Part I for a list of aspects, though fey enchanters cannot apply their chosen one in these cases.

1-12. The fey are at work. Each result lasts for 1d20 hours at first, but compounds to 1d20 days, weeks, months, and even years if experienced again. It may be removed as one would a curse, the fairy who may have caused this test might be found and convinced to end it early, or even one of the divinities that the fairy is aligned with (or one of their agents) possibly will intervene, but then that would be another matter, likely per the fairy's type (see Part III). Whatever is the case, roll 1d6 to see what befalls the one affected.
  1. Fey-shot, takes a -1d6 penalty to all their rolls unless an aspect is present (evens) or not (odds), sensed as a strange feeling or simply bad luck. For example, one might suffer -1d6 to all rolls when facing east or when not wearing the color green.
  2. Spells and magic items can malfunction, per Change to the Magic of Sorcery (link), when cast or used within 1d6 x 30' of the one affected (whether by themselves or by others), whenever an aspect is present (evens) or not (odds). The caster or user can save vs. spell/ make a Will save DC 15 to prevent it. For instance, a Magic Missile spell or wand might go haywire if it is not daytime or if in a meadow and the caster fails his save.

Wednesday, August 20, 2025

Gods of Fey Magic, Part I


Fey Enchanters & Gods
One may wonder at such wonder.


Ways of 
Fey Magic

  • Honor the fairy folk
  • They can bestow great blessings
  • As long as the oaths are kept