Wednesday, July 10, 2024

Lords of Blastings, Part III

Blasting Tests
Divine might can be too much for mortal wielding.

1-6.  The blasting fails to meet its mark. The spell instead targets a random individual in range, possibly including the caster. Whoever it hits will certainly consider it to be quite a pain in the backside.

7-12. Magic of a different color, it has the effect of a different type of lord. What would be devilish, might be angelic; what would be elemental fire, would be elsewise, much to the target's (and the caster's) surprise. Roll 1d5, rerolling to get another besides one's own lord in this case if need be: [1] angelic, [2] fey,
[3] elemental, [4] demonic, [5] devilish.

Wednesday, July 3, 2024

Lords of Blastings, Part II

Additional Blasting Results
There's more than one way to smite one's enemies.

Using a Higher Level Spell
As alluded to in Part I, the Blasting spell's level can also be increased beyond 1st. Doing so can compound the range, damage, or individuals affected for each level its raised.

For example, making its range 120', targeting 2 individuals in range instead of one, or adding 1d6 to the damage would make Blasting a 2nd level spell. Compounding two of those three options would make it a 3rd level spell.

Wednesday, June 26, 2024

Lords of Blastings, Part I

Things arising are phenomenal.

Ways of Blastings
They can:
Angelic: be used in defense to harm the unrighteous
Fey: cause much misfortune
Elemental: harm via an element
Demonic: create great suffering
* Devilish: be hard to detect

Wednesday, June 19, 2024

Lords of Blessings & Curses, Part III

Blessing & Curse Tests
What one asks for may not be all that's provided.

1-4. The Bestow Blessing & Curse spell will be barred from the petitioner for the next 1d3 days. Similar spells may still work (a 66% chance), though they remain subject to their own divine tests.

5-12. Forsooth, the next blessing or curse the petitioner casts is reversed. A target intended blessed is now cursed with the opposite effect. Vice versa for the one to be so cursed. Boon and bane shift by the judgment of the gods.

Wednesday, June 12, 2024

Lords of Blessings & Curses, Part II

Additional Blessing & Curse Results
Whether via divine test or the Bestow Blessing & Curse spell, divinities and cults can make their pleasure (and displeasure) known.

Specifically for the Blessing & Curse spell, once what occurs has been determined and if the Magical Side-Effect allows (see Part I), the caster can then select what specifics happen. He may experience unique effects via his lord too if a result of 'other' occurs. See below.

Using a Higher Level Spell
As mentioned before, the spell's level can be increased beyond 1st no matter what the initial result of the Blessing & Curse spell is. Doing so can boost its range, allow additional effects to occur, allow more individuals to be affected, or increase the duration of the effects. With the Referee's permission, a prepared higher level spell can then be considered expended instead when Bestow Blessing & Curse is cast to cause a higher level effect. Even in these cases, Bestow Blessing & Curse would still be prepared as a 1st level spell.

Wednesday, June 5, 2024

Volume V Now Available

 The Magic of the Beast Spirits & Folk await!

Have you unleashed the mighty power of Divinities and Cults in your game yet?

Get your copy here.

Divinities and Cults: Volume V explores various beast spirits and mythic folk, including new rules to use in your old school game. Along with additional guidelines, magical side-effects, tests, and spell lists, assorted bestial and folk abilities are also available. These animalistic and kindred endowments allow for even greater customization of barbaric characters that follow beast spirits or of others whose race is from myth or folklore. What is more, these abilities are sorted by various divinities and cults, expanding upon the information presented in previous volumes.

Lords of Blessings & Curses, Part I

What may benefit one might not benefit others.

Ways of Blessings & Curses
Those bestowed often are:
Angelic: wholesome for the righteous
Fey: subject to chance
Elemental: based on what element is invoked
Demonic: unpleasant except for the chaotic & the evil
* Devilish: unpleasant except for the one causing them

Wednesday, May 29, 2024

Lords of Champions, Part III

Divinities & Cults of Champions
When their faithful is in need, the gods can send champions to aid their efforts.

Greek & Roman
Artemis / Diana: fey & elemental earth
Athena / Minerva: angelic
Ares / Mars: demonic & elemental fire
Hades / Dis Pater: devilish & elemental earth
Poseidon / Neptune: fey & elemental water
Zeus / Jupiter: angelic & elemental air

Wednesday, May 22, 2024

Lords of Champions, Part II

Champion Types 
For every odd HD they have (1st, 3rd, 5th, etc.), champions gain a special ability based on what type they are. Abilities conferred multiple times may compound their modifiers, though additional abilities are suggested if they may not.

Angelic Champions
Smiting evil and chaos, they can be a (roll d6).
   1. Grim Warrior: personifying righteous death, all who first encounter them, whether friend or foe, must save vs. spell / make a Will save DC 15 or flee in fear for at least 1d6 rounds.
   2. Hero: have a Strength, Dexterity, or Constitution score of 17 (or 18 or even 19 if this ability is taken twice or thrice), allowing them to make heroic feats, but also be the preferred target of enemies when in a group.