Sword & Sorcery Gods
Magic alters, but not always how it's intended.
Ways of Sword & Sorcery
- Demonstrate your great power
- Showing your magic
- What happens is the will of the gods
- But be wary of them too
Sorcerers & Barbarian Swordsmen
- Special: Gods of Sword & Sorcery are fittingly followed by sorcerers. Since the relationship is far more arcane and transactional than religious, treat them as magic-users, except for the traits listed below. Barbarian swordsmen can align with such gods too, though in different ways (see Part II). The former is generally feared and distrusted by mortals, whether due to just the nature of their magic or simply how changed they can become (or both). The latter is generally not known for having much inhibition, nor clothing for that matter.
- Allowed Weapons: Any, especially staves & swords.
- Allowed Armor: Light leather (AC 8, applied 50% of the time, otherwise AC 9) for sorcerers. Light barbaric armor for barbarian swordsmen (AC 7, applied 50% of the time, otherwise AC 8).
- Symbols: Per their divinity, often quite occult and exotic.
- Can Turn: None.
- Mysteries of Sorcery: Sorcerers can use their spells at will, or at least until stopped, and their targets even have a -5 penalty to save against them. Still, they may only know a limited number of spells which can be hard to obtain (see Part III), and the consequences of such magic can give one pause indeed. Barbarian swordsmen have their own unique abilities.
Much can be done with sorcery, sometimes more than what a sorcerer may wish. Such obvious magic can make sorcerers obvious targets for rivals, not to mention their own megalomania, requiring sacrifice and even sorcerous change at times. Roll 1d12.
1. Backlash: The spell doesn't work. Roll for a sorcery test (detailed in Part II).
2. Fizzle: A sorcerous change has a 50% chance of potentially occurring unless the sorcerer provides a fitting sacrifice. The magic fails this time in any case.
3-4. Success May Need Change: The spell manifests, and a sorcerous change has a 50% chance of likewise possibly befalling a target unless the sorcerer makes a sacrifice that's fitting.
5. Sorcery Spreads: Along with the magic coming to pass, all within 1d20 x 5' must save vs. spell/ make a Will save DC 15 or have a 50% chance of provoking a sorcerous change as well.
6-8. Standard Sorcery: The spell works without need for a fitting sacrifice or sorcerous change for now.
10-11. Potent Sorcery: The magic occurs with a 50% bonus to its effect, range, or duration- determine which one it is at random. There's also a 50% chance of a sorcerous change perhaps accompanying it unless a fitting sacrifice is made.
12. Mighty Sorcery: The spell surges with a 1d2 x 100% (x2 or x3) bonus to its effect, range, or duration with a potential sorcerous change certainly being triggered too.
Fitting Sacrifices
The gods of sorcery can make demands. When sorcerers decide to comply, roll to see what they must give up- either from themselves or from an unfortunate other- to prevent a sorcerous change. Alternatively, they can choose to make a fitting sacrifice to add 1d2 to their sword & sorcery side-effects roll. Whatever the case, such sacrifices must be made before the spell is attempted or within 3d6 rounds. Roll 1d6 to see what is needed.
1. Hit Points: 1d3 given up per level of the spell being cast- it is only subdual damage at first, causing exhaustion that is recovered at a rate of 1d3 hit points per hour of rest. Doing so more than 1d3 times per day or taking hit points from another though will instead cause lethal damage to the sorcerer or victim respectively, and can only be healed at a normal rate, if at all.
2. Ability Score: 1 point drained from the sorcerer per spell level, determined at random, recovered at a rate of 1 per 2d3 hours of rest.
3. Offering: Something rare or valuable, worth at least 1d4 gold pieces per spell level, to then be claimed by the magic.
4. Placation: A successful Charisma check (DC 15) with a penalty equal to the spell's level, bargaining with an otherworldly entity to have the magic occur.
5. Ritualistic: The spell takes 1d2 extra rounds to cast, +1 round per spell level. There's a 50% chance of it also needing to be done in secret.
6. Reroll twice: Multiple things are needed.
For example, if a sorcerer wished to avoid a sorcerous change for a 2nd level spell that he casts, he might have to give up 2d3 hit points from himself (or a victim), 2 Intelligence, a 2d4 gp offering, make a Charisma check (DC 17), or cast for 1d2+2 extra rounds depending on which result was rolled. If done successfully, then no sorcerous change would occur in this case, or he could instead opt to just add 1d2 to his roll on the Sword & Sorcery Side-Effect table and allow a sorcerous change to proceed.
Sorcerous Changes
Sorcery can alter those who meet its touch. When so selected by the sword & sorcery side-effect roll, a fitting sacrifice is not done, and the listed percentage chance is met, there is now a potential for a sorcerous change occurring. First, determine the type of effect.
Type of Effect (roll 1d6)
1. Change to the Flesh: Mutation, their body alters... adjusting their rolls by 1d8 - 5 (-4 to +3).
2. Change to the Mind: Madness, insanity... causing them a 25% chance of being unable to act effectively, rerolled each round.
3. Change in Magical Effect: Wild, meandering magic... another target is chosen or the spell itself ends up being the one affected.
4. Change to Location: Things are brought nearer or far... summoned beings arrive and have a 50% chance of attacking for 1d6+1d12 damage each round to those nearby, or a random item or individual is dismissed from the area.
5. Change in Manifestation: Especially flashy magic occurs... potentially causing startling or disturbing effects to all those who witness it.
6. Reroll Twice: Multiple sorcerous effects happen.
Then determine who may be affected, if needed. Others nearby may also be affected too, per Referee. Most changes to magical effects and manifestations target the spell itself.
Who is Targeted (roll 1d4)
1-2. The Sorcerer
3. The Sorcerer's Target
4. A Bystander in a Random Direction
Save
Those so targeted are then affected if they fail to save vs. spell/ make a Will save DC 15. What is more, they incur a -1 penalty for each level of the spell (-1 for 1st level, -2 for 2nd level, etc.) .
Duration
The change lasts for 1d20 minutes. Sorcery tests can extend this time greatly.
The change lasts for 1d20 minutes. Sorcery tests can extend this time greatly.
For example, a sorcerer casts a spell and gets a 3 on the Sword & Sorcery Side-Effect table (Success May Need Change). He decides to not attempt a fitting sacrifice and experiences the 50% chance of a sorcerous change occurring. Rolling a 4 and then 1 on the Sorcerous Changes table indicates that something is summoned or dismissed, and it is the sorcerer himself that may be affected. It turns out to be something summoned which has a 50% chance of attacking for 1d6+1d12 damage each round. Rolling 3 on the d20 for duration shows that it would remain for 3 minutes. The sorcerer (and those around him) are possibly in dire trouble now.
See Part II for additional options and details.
Next week: Expanded Sorcery results, Sorcery tests, & a new Sword & Sorcery class
RPG srd Old School 1st ed AD&D Conan He-man Thundarr Magic System