Wednesday, November 14, 2018

Priestesses of Aphrodite, Part III

Spells (Aphrodite)
Priestesses of Aphrodite have access to the following spells. Targets of their enchantments save at a -6 penalty if they would be sexually attracted to them.

LABYRINTH LORD
1st Level: Command (if it’s erotic), Create Water, Cure Light Wounds, Detect Magic, Remove Fear, Resist Cold, Sanctuary, Allure*, Charm Person*, Sleep*

2nd Level: Bless, Resist Fire, Reveal Charm, Snake Charm (on phalluses), Enlarge* (on sexual body parts), Amnesia*, ESP* (only hearing erotic thoughts), Levitate*

3rd Level: Cure Blindness, Cure Disease, Prayer, Remove Curse (reversible), Dispel Magic*, Suggestion*, Summon Monster* (nymph or siren)

4th Level: Cure Serious Wounds, Lower Water (reversible), Neutralize Poison, Charm Monster*, Flame Charm*, Tongues* (must be used romantically, of course)

5th Level: Commune, Cure Critical Wounds, Feeblemind*, Polymorph Other*

6th Level: Heal, Part Water, Power Nude Blind (as Power Word Blind*, but requires the priestess to be unclad)

7th Level: Regenerate, Restoration, Mass Charm*, Power Nude Kill (as Power Word Kill*, but requires the priestess to be unclad and bathing), Sympathy*


DCC RPG
1st Level (d8): Blessing, Detect Magic, Holy Sanctuary, Resist Cold or Heat, Word of Command (if it’s erotic), Charm Person*, Enlarge* (on sexual body parts), Sleep*

2nd Level (d10): Curse, Lotus Stare, Neutralize Poison or Disease, Restore Vitality, Snake Charm (on phalluses), Charming (as Strength*, but boosts Personality instead), ESP* (only hearing erotic thoughts), Forget*, Levitate*, Monster Summoning* (Nymphs or Sirens only)

3rd Level (d4): Remove Curse, Consult Spirit* (fair maiden, fey, or nature), Dispel Magic*, Water Breathing*

4th Level (d2): Sanctify, Polymorph* (others only)

5th Level (d2): Greater Sex Charm (as Charm Person*, but is cast with a +15 bonus if the target would be sexually attracted to the priestess), Mind Purge*


Siren
Align: C
MV: 40’ (swim 80’)
AC: 9*
HD: 3
Atk: None
Dmg: None
SP: +1 weapons or better required to hit, breathe water, charm person at will that draws men to them (save vs. spell negates)
SV: E3
Mor: 6

Appearing as very attractive, nude, bathing women, sirens are related to nymphs, but are more fey in nature. With their charm effect, they take joy in luring men to their doom, beckoning them ever closer into dangerous rocks and waters with seductive songs. Those few who are lucky enough to actually reach them in one piece are then whisked away by the siren to a pleasant Otherworld to live out their days in euphoric bliss, while those who don’t still die with foolish smiles upon their mouths.

DCC RPG stats:
Init: +3; Atk none; AC 10*; HD 3d8; MV 30’ (swim 60’); Act 1d20; SP +1 weapons or better required to hit, breathe water, charm person at will that draws men to them (Will save DC 15 negates); SV Fort +2, Ref +7, Will +4; AL C 


Avatar of Aphrodite
Align: C
MV: 40’
AC: 0, must save vs. spell to harm her through
HD: 16
Atk: none
Dmg: none
SP: Aphrodite cleric spells/abilities (caster level 22), must save vs. spell to attack her, constant Charm Person effect on those who would be sexually attracted to her, may exhibit Divine Test results 10-15: #5 &/or #6 (75% chance for each)
Magic Resistance: 75%
SV: E24
Mor: 6

Irresistible entities of immeasurable, womanly beauty, Aphrodite Avatars love to roam about in the nude, partaking of any and all pleasures they can find. Such indulgences will please many who cross her path, though others might be upset by such wantons displays of lust. Still, few can resist the constant charm effect from an Aphrodite Avatar’s supple, voluptuous form, with many having Attendants Erotes and/or Kallipygos Ends (from divine tests #10-15), making them even more heartrendingly passionate and difficult to resist. Last, they may bestow a boon upon those who pleasure them best, whether intentionally or not, typically bestowing beauty and/or lovemaking prowess.

DCC RPG stats:
Init: +9; Atk none; AC 20, must make a Will save DC 15 to harm her through; HD 16d6; MV 30’; Act 1d20; SP Aphrodite cleric spells/abilities (caster level 22), constant Charm Person effect on those who would be sexually attracted to her, may exhibit Divine Test results 10-15: #5 &/or #6 (75% chance for each); SV Fort +12, Ref +22, Will +12; AL C 


Aphrodite Encounters

1d4
1. The party encounters an outstandingly attractive woman. She is (roll 1d6): [1] walking by, [2] lounging, [3] looking for a ‘big, strong hero’, [4] looking to make a scene, [5] bathing, [6] sleeping (50% chance of being nude).

If interacted with, the woman turns out to be a (roll 1d10):
   [1] normal, albeit gorgeous peasant woman
   [2] porna (low-class prostitute)
   [3] hetaera (high-class prostitute
   [4] priestess of Aphrodite
   [5] noblewoman
   [6] witch
   [7] nymph (see Volume I)
   [8] enticing nature, fey, or fair maiden spirit (see Volume II)
   [9] siren
   [10] Avatar of Aphrodite

See Volume I to generate What is So Attractive about her (from the table of that name). In any case, the party’s reaction will make things turn out either pretty or not so pretty.

2. Someone slips an aphrodisiac into a random party member’s drink, compelling them to approach the next remotely appropriate individual they see. Unless already known, that individual will have a Charisma (or Personality or Comeliness) score of 1d20, so there’s a good 25% chance that they won’t regret it later.

3. A place of remarkable beauty is found. Along with it being a Node (see Volume II), those there can ask Aphrodite to have someone fall in love with them. There’s a base 10% chance of her granting the request, along with a base 75% chance of her causing the petitioner to undergo one of her divine tests.

4. Harkening to the sounds of soft moaning and sighs, the party comes upon a very striking entourage. As they enter deeper into the midst of the nude, pleasuring crowd of breathtaking women with ample bosoms and butter-supple loins (and their assistants), it will likely become increasingly harder for them to pull away (roll 1d10 or assign as needed):
   [1-2] 2d3 priestesses of Aphrodite
   [3] 2d4 male guardians (50% chance of being satyrs)
   [4] 3d4 nymphs (see Volume I)
   [5] 2d2 erotic spirits (fair maidens, fey, or nature spirits- see Volume II)
   [6-8] 4d4 hot, mortal women (75% chance of being faithful worshippers of Aphrodite, otherwise they will follow Venus, Freya, Ishtar, or even Unharmonia!)
   [9] 1d3 sirens
   [10] an Aphrodite Avatar (50% chance of riding a crimson shell)


Next week: some titanic power with wizards of Cronos, Part I!



Wednesday, November 7, 2018

Priestesses of Aphrodite, Part II

Divine Tests (Aphrodite)
Love can surely swell the heart as much as it can break it. It is up to the priestess to understand both sides as she rides the tides of beatific passion.

1-4. Fully opened now, the priestess experiences a -2d3 penalty to all her rolls unless she is engages in some kind of pleasurable activity. The penalty can be reduced by 1 for each partner that she lies with for at least 1d3 turns, allowing her to experience even more pleasure.

5-9. While the enchantment of her form remains irresistible, the priestess does lose access to some of her magic (50% chance for each spell) including possibly her turn ability. To get it back, she must do one of the following, though she would likely enjoy doing so anyway. Roll 1d4.
[1] Make passionate love to the next remotely appropriate individual she sees. The process takes at least 2d3 turns. Feel free to use the Victory in Love and War table in Volume III to determine any additional effects.
[2] Walk around completely nude for the next 2d3 hours. The priestess may not even hold or carry anything during this time, apart from her lovers’ caress, intoxicating scent, and passionate taste.
[3] Aid someone who is seeking love, regaining her lost magic when she achieves matchmaker’s success after they conjoin in steamy intercourse.
[4] Punish someone who has angered Aphrodite, whether for being too prude, comparing their beauty to hers, not giving proper thanks, having sex in a temple, or the like.

10-15. Some pleasurable; some terrible; all carnal, Aphrodite instills a greater test upon her faithful. Roll 1d6.
[1] Seed of Anchises: The next child the priestess bears will be partially divine (see Avatars: Gods Incarnate in Volume III for bonuses), though her magical powers are only at 50% strength until she does conceive one.
[2] Scent of Lemnos: The priestess stinks for a time and becomes sex-starved as a result for the next 1d3 days, only to slake her lust for at least half that duration again once it wears off. In any case, she suffers a -2 penalty to all her rolls as both aspects occur- due to many naked distractions- along with the other effects.
[3] Prayer of Pygmalion: Bringing new love into the world, the next female statue the priestess encounters comes alive as a moral woman. She will, in turn, be a faithful wife to the next man she sees and remain very shapely.
[4] Hubris of Hippolytus: The next prudish person, follower of Artemis, or horse rider the priestess spots will soon perish in a bizarre way, sometime in the next 3d4 hours. Evidence will point to Aphrodite as arranging the death and likely create some vendetta against the priestess from the slain one's allies.
[5] Attendants Erotes: Invisible, winged, erotic companions follow the priestess from now on, much as they do Great Aphrodite. All adult humans who first encounter her must save vs. death or become overwhelmed by feelings of lust. If this occurs, then they must quench those desires for the next 2d3 rounds at least, most likely begging for the priestess to assist them.
[6] Kallipygos End: Becoming even more beautiful now, the priestess gains +1 Charisma, but also will blind for 1d3 rounds those who see her nude or even kill those who see her bathing nude for the first time. A save vs. spell negates in the first case; a save vs. death negates in the latter. Akin to magical side-effects #9 and #11, this test is permanent, so later results of those side-effects will cause any saves to be made with a -5 penalty when they occur, especially if she is showing off her shapely hindquarters at the time.

16-17. Whether from lying with Ares or by losing Adonis, the priestess’s closest male companion departs. If mortal, he must save vs. death or die, otherwise he will simply no longer associate with her. If it’s unclear who that man would be, then pick the last one that she laid with. 

18+ To the fairest. Like with Paris, who the most beautiful is must now be judged. All women (including the priestess) within 1/4 mile are brought together to be judged by a random man within that area. He will then select the one who makes the best Charisma check, modified by any 'bribes' she may give him (wink-wink, nod-nod). If he doesn’t select the priestess, then she will be stripped of all her powers for 1 day per divine test total over 17 from the shame of it. On the other hand, if any followers of other goddesses aren’t selected, then they will experience the loss of power instead, plus there is a base 25% chance of earning that divinity’s ire (75% if a follower of Hera), likely leading to war.


DCC RPG Conversion notes:
Turn ability= Turn unholy ability
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Charisma= Personality (or Comeliness, if using that optional rule from Volume I)



Next week: priestesses of Aphrodite, Part III!




Wednesday, October 31, 2018

Priestesses of Aphrodite, Part I

Aphrodite
Chaotic Goddess of Love, Beauty, Passion, & Pleasure

Tenets of Aphrodite
* Smile often, showing your beauty
* Incite passion, especially the unbridled kind
* Engage in pleasure whenever possible
* Encourage beauty and the making of pretty things

Priestesses of Aphrodite
Special: Aphrodite is usually served by priestesses.
Allowed Weapons: None
Allowed Armor: None
Holy Symbol: Seashell, Dove, Dolphin
Can Turn: Those who are armed
Mysteries of Aphrodite: Priestesses of Aphrodite are quite attractive, gaining a +2 Charisma bonus as a result. What is more, their blessed beauty gives them a natural AC bonus equal to their Charisma bonus plus 1 per level as well (so a 2nd level priestess with a CHA of 17 would have an AC of 5) - it’s hard to want to hurt them!

Magical Side-Effects
Love can create life itself, but it can also make it quite challenging. Roll 1d12.

1. Bearer Epistrophia: The magic will only work if it directly involves love, beauty, passion, or pleasure. Otherwise, a sacrifice of something beautiful worth at least 1d6 gold pieces per spell level would be an attractive substitute.

2. Praxis-Porne: The spell’s target must save vs. death or fall in love with the next individual he or she sees. And unless it would be very inappropriate, that love will be very sexual.

3. Embrace of the Hetaira: If the spell would help the recipient, then the priestess must pleasure them for at least 1 turn first. If not, or if such pleasuring would upset the recipient, then the priestess must find someone else to pleasure within the next hour. Not doing so would be very unpleasant, provoking a divine test!

4. Anaduomene-clad: As Great Aphrodite arose from the sea, the priestess too must be fully nude or else the magic only has 50% of its normal effect. Even if not bathed in water at the time, it must be so, for she will be stunning.

5. Sweetest Kallisti: If the spell is meant to aid the target, then its effects are adjusted by their Charisma modifier. Therefore, someone with CHA 15 would gain a +1, while another with CHA 8 would suffer -1. It’s only fair that the most beautiful should receive the most benefit.

6-8. Standard Magic: The spell occurs without side-effect this time.

9. Pasiphaessa Glow: The priestess’s beauty shines bright, blinding all who gaze upon her for the next round. Those affected can save vs. spell to ignore the effects, otherwise the blindness ends 1d3 rounds later even if the desire for her does not.

10. Way of Eros: If the priestess lies with the next remotely appropriate individual she sees for at least 1d3 turns, then the magic’s effect, range, or duration can gain a 50% bonus. Such lovemaking pleases Aphrodite, especially if it is wanton!

11. Where Zeus Loves Dione: The spell occurs for double the effect, range, or duration, but only if the priestess is nude at a beach, is bathing, or does so soon after. In addition, men who have lower HD than her who witness her doing so must also save vs. death or die.

12. Carnal Blessing: Aphrodite arouses the magic to have twice its effect, range, or duration, plus it is not expended and can be cast again that day. Also, if it’s meant to benefit the target, she improves all their rolls by 1 for the next 1d6 hours as long as they engage in carnal pleasure at least once every hour.


DCC RPG Conversion notes:
Can turn= Unholy creatures
Charisma= Personality (or Comeliness, if using that optional rule from Volume I)
AC 5= AC 14
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Spell not expended that day= +2 bonus to its spell check


Additional notes:
Aphrodite is often equated to Venus, though she is different, the latter being concerned more with appropriate passion and ritualized worship in the Roman fashion. See Volume II for more information about her. Other related goddesses of love include Freya (in Volume I), Ishtar (in Volume III), and even, in a twisted way, Unharmonia (also in Volume I).



Next week: priestesses of Aphrodite, Part II!



Wednesday, October 24, 2018

Clerics of Ares, Part III

Cleric Spells (Ares)
Clerics of Ares have access to the following spells.

LABYRINTH LORD
1st Level: Command, Cure Light Wounds (reversible), Remove Fear (reverse), Resist Cold (if holding a shield), Charm Person* (usable on women with Charisma scores of 15+), Scare*

2nd Level: Bless (reversible), Hold Person, Resist Fire, Shatter* (requires a hit from cleric’s sword or shield), Strength*

3rd Level: Remove Curse (reversible), Striking

4th Level: Cure Serious Wounds (reversible), Exorcise, Haste* (only allows extra attacks, not double movement),

5th Level: Cure Critical Wounds (reversible), Cure Disease (reverse)

6th Level: Blade Barrier (but the cleric becomes the curtain of whirling blades, using his sword or spear to cause damage for the duration), Heal (reverse)

DCC RPG
1st Level (d6): Blessing (boosting attack and damage rolls only), Paralysis, Resist Cold or Heat (if holding a shield), Word of Command, Charm Person* (usable on women with Personality scores of 15+), Scare*

2nd Level (d8): Binding, Cure Paralysis, Curse, Lotus Stare (cleric must be wearing a helmet), Restore Vitality, Stinging Spear (as Stinging Stone, but works just on spearheads and has 1/2 the duration), Shatter* (requires a hit from cleric’s sword or shield), Strength*

3rd Level (d3): Exorcise, Remove Curse, Haste* (only allows extra attacks, not double movement)

4th Level: Affliction of the Gods 

5th Level: Whirling Doom (but the cleric becomes the whirling barrier, using his sword or spear to cause damage for the duration)

  
Spartan Warrior (Fighter Option)
Align: N
MV: 35’
AC: 4
HD: 1+2
Atk: 1 spear or sword
Dmg: 1d6+1
SP: +1 per odd level with spear or short sword & shield, cannot engage in manual labor or commerce, can cause hesitation in those who have lower HD than them (see below)
SV: F1
Mor: 10

Like other hoplites, Spartan warriors gain a +1 bonus per odd level that can be added each round either to hit, damage, or even improve their AC when wielding a spear or short sword with a shield. What is more, since they are an infamous and specialized warrior caste, noted for their daily training from an early age and proscription from engaging in manual labor or commercial activity, they can cause hesitation in those with a lower HD who try to face them in melee. In such cases, the Spartan warrior’s opponents must make a Morale check or be too afraid to attack him until after the 1st round of battle has passed. Ares smiles on such fear and the resulting bloodshed.

DCC RPG stats:
Init: +2; Atk spear or short sword +2 (1d6+1); AC 15; HD 1d8+2; MV 25’; Act 1d20; SP will only perform their Mighty Deeds when wielding a short sword or spear with a shield- otherwise they have a standard +1 attack bonus per level when fighting in all situations, cannot engage in manual labor or commerce, can cause trepidation in those who have lower HD than them (see above- opponents must a make a Will save DC 12 to resist); SV Fort +3, Ref +2, Will +1; AL N.





Avatar of Ares
Align: C
MV: 40’
AC: -8
HD: 24
Atk: 1 spear
Dmg: 8d10
SP: Ares cleric spells/abilities (caster level 14), immune to being disarmed or having helm or shield taken away, may exhibit Divine Test results 10-15 (25% chance for each)
Magic Resistance: 55%
SV: F24
Mor: 12


Ultimate warriors, Avatars of Ares crave blood and battle, reveling in the fear and spoils it gives. They travel the land, seeking worthy opponents who can survive at least 1d6 rounds of melee with them, or beautiful wives who can do the same in the bedchamber. In addition to their already formidable martial abilities, they may also experience the divine tests that Ares’s clerics do (#10-15), having a chance of being a Blood Fighter, War Emissary, etc., as well. In any case, those who do survive such an encounter are granted a +1 bonus to all melee damage rolls for the next week, along with an aggressive disposition and ruddy complexion.

DCC RPG stats:
Init: +6; Atk spear +28 (8d10+10); AC 27; HD 24d10; MV 30’; Act 2d20; SP Ares cleric spells/abilities (caster level 14, immune to being disarmed or having helm or shield taken away, may exhibit Divine Test results 10-15 (25% chance for each); SV Fort +20, Ref +12, Will +14; AL C.




Ares Encounters
1d4
1. During the next battle, a random party member can gain a +4 bonus to hit and to damage, but only if he or she swears allegiance to Ares. If so, then they must celebrate their new devotion by also attacking the next person they lay eyes on, even if an ally, for the next 2d6 rounds.

2. To the party’s surprise, a group of 2d4 Amazons surrounds them. But these are not the usual followers of Hera or other goddess, they worship Ares! In any case, they will generally behave the same, attacking any men in the group- though not because they dislike men, but because they like attacking!

3. Up ahead is the sound of battle. If they investigate, the party finds 2d4 Spartan warriors fighting 5d6 Helot slaves. Each Spartan will slay 2d4 Helots before falling himself, generally killing one per round, unless of course the party intervenes. What is more, each Spartan has a 25% chance of being part of the Crypteia- the secret police- and has 1d4 thief or assassin levels too. Such individuals will slay 1d4 extra Helots, along with trying to dispatch any party members who are so foolish as to get in the way.

4. The party comes to a great and barren mountain named ‘The Areopagus’. To reach the top, they will encounter (roll 1d12 or assign as needed): 
   [1] 2d4 clerics of Ares
   [2] 2d3 fighter-clerics of Ares, 
   [3-4] 3d4 blood warriors of Ares (treat as Chaotic Spartans)
   [5] 5d6 slaves
   [6] 1d4 goats being gruff due to their zodiacal associations with Ares
   [7] 1d3 fire-breathing horses who can do so for 2d6 damage every other round
   [8] 1 ogre follower of Ares (who is experiencing the Chosen of Eris divine test)
   [9] 3d4 birds of Ares that can hit with their droppings for 1d2 damage and also knock party members off the mountain edge (save vs. Paralysis or Reflex save DC 12 negates)
   [10] 2d2 Dogs of War (treat as dire wolves)
   [11] 1 young red dragon at a water stream whose teeth, if removed, can be sown into warriors
   [12] an Ares Avatar. No matter the peril, those who reach the top will gain Ares’s favor for engaging in so much slaughter and havoc, especially if they kill all they encounter!


Next week: priestesses of Aphrodite, Part I (viewer discretion is advised)!


Wednesday, October 17, 2018

Clerics of Ares, Part II

Divine Tests (Ares)
Battle will harden the strong just as it will destroy the weak. Ares’s cleric must prove himself as the former or die as the latter.

1-4. Fight harder! Does the cleric serve Ares well enough? He will see, causing his cleric a -1d4 penalty to all his rolls for the next 1d6 hours, double if they involve any non-violent action.

5-9. You don’t need magic to shed blood! The cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability until he does one of the following. Roll 1d4 to determine what that is, since having his magical power restored would certainly help.
[1] Attack the next person he sees, continuing to fight them for a minimum of 2d3 rounds if they are at least reasonably worthy.
[2] Train for 2d6 hours, though actual battle is preferable, requiring just 2d6 minutes instead.
[3] Slay 1d6 HD worth of foes in very gory ways.
[4] Inflict 1d4 damage upon himself for the next battle he stops or backs down from. The cleric should be always ready to fight, always to the death, or else will make himself pay for it.

10-15. The cleric may be a great warrior, yes, but Ares will make him greater from now on. Roll 1d4.
[1] Blood Fighter: Some might like full panoply, but the cleric will only wear a helmet and shield now, even when such protection isn’t needed (granting an AC of 6 vs. attacks from the front; AC 8 vs. attacks from behind). What is more, those items can never be taken from the cleric except by divine intervention or upon death and he also gains a +1 bonus to his damage rolls.
[2] War Emissary: Some might spread peace, but Ares only spreads war. All who fight within 60’ of the cleric must save vs. death if they wish to stop (unless already slain), though they do gain an extra free attack every 3 rounds in any case.
[3] Chosen of Eris: Whenever the cleric fells a foe in melee, he must save vs. death or have to target the next closest foe, gaining an extra free attack. If no foes are available, then he will attack allies, crying ‘havoc’ and let slip his slaying sword!
[4] Bride-Taker: The cleric gains a +5 bonus to rolls dealing with beautiful women and Aphrodite along with a -5 to all rolls when dealing with smiths and Hephaestus, thanks to the notoriety of Ares. These modifiers apply to social interaction, combat, magic, logistics, and the like.

16-17. This... is... BATTLE! The cleric and his allies are soon beset by a more numerous force, though they can steel themselves to slay many anyway. Within 2d3 rounds the foes arrive, being 1d4+1 times the cleric and his allies in number (x2 to x5) and have the following stats:

Mve: 35’; AC 6; HD 1; Attk: 1 short sword or spear; Dmg: 1d6; Sve: F1, Mor: 8

Luckily, the cleric and his allies gain a +1d6 to all attack and damage rolls during this time, hopefully causing as much carnage as possible.

18+ Some, whether Aloadae giants or vengeful Hephaestus, might try to constrain the power of Ares. The cleric so too becomes unable to move for 1 day per divine test result over 17, relying only on his internal might and any faithful companions to survive. Still, like his god, the power of Ares cannot be held for long and the cleric will also be freed after that time; that is, if no one slays him first.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
AC 6 & 8= AC 13 & 11
Save vs. death= make a Will save DC 10
Stats for foes for results #16-17: Init: +2; Atk short sword or spear +2 (1d6); AC 13; HD 1d8; MV 25’; Act 1d20; SV Fort +2, Ref +1, Will +0


Next week: clerics of Ares, Part III!



Wednesday, October 10, 2018

Clerics of Ares, Part I

Ares
Chaotic God of War, Violence, and Bloodshed

Tenets of Ares
* Wage war, winning by any means necessary
* Revel in violence
* Shed blood freely
* Return either with your shield or upon it

Clerics of Ares
Special: Ares is served by clerics and fighter-clerics who are almost always male.
Allowed Weapons: Spear, short sword, dagger, mace, javelin, short bow
Allowed Armor: Any, or just a helm and shield
Holy Symbol: Spear, Sword, Helm, Shield, Dog, Vulture
Can Turn: Pacifists, those who are unarmed
Mysteries of Ares: Clerics of Ares can gain a +3 bonus to one of their weapon damage rolls, up to once per day per level.

Magical Side-Effects
The brutality and fear of warfare comes easily to Ares and so too his magic. Roll 1d12.

1. By the Hysminai: The spell must aid those intent on violence and/or cause direct damage itself, otherwise it will not function. Still, a sacrifice worth 1d6 gold pieces per spell level will do instead, preferably one of war or a dog.

2. Phobos Near: Son of Ares, fear accompanies this spell. The target must save vs. death or suffer a -2 to all rolls for the next 2d3 rounds.

3. Call of Eris: If beneficial, then the spell’s recipient goes into a murderous rage for 1d3 rounds, attacking anyone he or she encounters during that time. If not, then it is the cleric who is so affected, though he likely won’t mind the strife he causes.

4. Battle’s Din: Unless cast in a place where blood has recently been spilled in combat (up to 1d6 rounds ago), the spell only has 1/2 its normal power. Ares’s cleric would therefore do well to make sure such violence occurs often!

5. Mark of the Spartan: If the magic is meant to be helpful, then the recipient must be armed for it to work. ‘Tis the killing way.

6-8. Standard Magic: The spell occurs without side-effect this time.

9. Roar of Deimos: Ares’s other son grants the spell a 50% bonus to its effect, range, or duration, but also causes terror in all within 120’. Those who fail to save vs. spell must flee the area for 1d3 rounds.

10. Tithe to Enyo: If the cleric attacks the next remotely worthy opponent he sees, then the spell’s effect, range, or duration can gain a 50% bonus. Such warfare pleases Ares’s sister-wife.

11. Thrust of Power: The magic occurs for double the effect, range, or duration, but only if the cleric stabs the spell’s target with a sword or spear soonafter, or does unto a partner with his own.

12. Blessing of War: Ares forces the magic to have twice its effect, range, or duration, plus it is not expended and can be cast again that day. Also, if it’s meant to benefit the target, he improves their rolls to hit by 2 for the next 1d6 hours as long as they fight aggressively.

DCC RPG Conversion notes:
Fighter-clerics= Warriors who reduce their deed die by 2 in return for being able to cast 1 cleric spell per level
Can turn= Unholy creatures
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Spell not expended that day= +2 bonus to its spell check
Rolls to hit= attack rolls


Next week: clerics of Ares, Part II!