Wednesday, July 16, 2025

Gods of Sword & Sorcery, Part II

Expanded Sorcerous Changes
Elaborating upon the results in Part I, myriad events can occur when sorcerers push the bounds of magic. When a sword & sorcery side-effect so determines, a suitable sacrifice isn't done, the potential target is selected, and the save is failed (if allowed), changes can happen, emphasizing the sense of chance and even potential chaos found in sorcery.

Who is Affected (roll 1d4)
   1-2. The Sorcerer
   3. The Sorcerer's Target
   4. A Bystander in a Random Direction

Note: when it comes to Changes to the Magic or Changes to the Manifestation (see both below), it is usually the spell itself that is affected by a sorcerous change, so no save is allowed. Otherwise, it is a save vs. spell/ make a Will save DC 15, becoming 1 more difficult to save against for each level of the spell (+1 for 1st level, +2 for 2nd level, etc.) .

Type of Effect (roll 1dVI)

I. Change to the Flesh (roll on the 5 subtables below)

   The Part Affected (roll 1d4)
    1. Head
    2. Torso
    3. Arms
    4. Legs

   Extent of Effect (roll 1d4)
    1. Small Part  (e.g. an eye or finger)
    2. Large Part  (e.g. a shoulder or foot)
    3. Half  (e.g. 1 leg or face)
    4. All  (e.g. chest, stomach, and back)

   Transforms into that of a ____ related to the sorcerer's divinity (roll 1d6)
    1. Humanoid Being
    2. Beast
    3. Plant or Something Symbolic 
    4. Object or Element
    5. (Body part is lost)
    6. (No visible change occurs)
   
   Causing a (roll 1d8)
    1. -2 Modifier 
    2. -1 Modifier 
    3. +1 Modifier 
    4. +2 Modifier 
    5. New ability: see Demonic Blessings for additional option ideas, potentially granting new attacks, immunities, or the like - link. No need to roll on table below.
    6. New inability: Cannot engage in some usual activity, whether (roll d6 again): [1] eat, [2] drink,
[3] speak of, [4] 
touch something, [5] see, [6] or even physically endure the presence of... something befitting the sorcerer's divinity. No need to roll on table below.
    8. Reroll twice: Roll multiple times on the table below too if applicable, allowing for bonuses to some rolls, but penalties to others.

   To Which Rolls or Stats (roll 1d6)
    1. Physical
    2. Mental 
    3. Social
    4. Movement
: Multiply the modifier x 5' to calculate speed change.
    5. Perception: Whether via one's ability to sense others being altered (e.g. sight, sense of smell, etc.) or the ability of others to sense them being altered (e.g. the one affected glows or emits a scent, etc.)
    6. Reroll twice

For example, rolling 1, 1, 2, 3, and 3 indicates that the one affected might have a small part of his head (an eye or ear perhaps) be transformed into that of a beast related to his divinity (an eagle or a cat perhaps), which would cause a +1 bonus to all his social rolls. In another case, rolling 3, 3, 4, 1, and 6 would show that half his arms (so 1 arm) turns into an object or element related to his divinity (a hammer or fire perhaps), which would cause a -2 penalty to his physical and mental rolls for the duration.


II. Change to the Mind
 (roll on the 2 subtables below)

   The One Affected (roll 1d12)
    1. Believes he is a...
    2. Is certain he sees and is interacting with a...
    3. Becomes noticeably afraid of a...
    4. Is now obsessed with a... (lasting 1d20 days instead)
    5. Shows great arrogance unless faced by a....
(lasting 1d20 days instead)
    6. Is stunned, unable to act unless in sight of a...
    7. Becomes enraged when noticing anyone or anything resembling a...
    8. Will readily betray and/or sabotage those who aren't obviously a... 

    9. Sees himself as part of a master plan devised by a...
   10. Will continuously change his mind unless advised by a...
   11. Is certain a.... is coming and must make preparations for its arrival! 
   12. Reroll twice

   Nature of Madness (roll 1d6)
    1. Divinity Themself
    2. Being...
    3. Beast...
    4. Concept...
    5. Object...
    6. Element...

   ... related to the sorcerer's god. 

For example, the one affected might have a 3 and a 2 rolled, and thereby become concerned that a being related to the sorcerer's patron divinity (a cyclops or angel perhaps) might be lurking behind every corner. He would then act in that manner, being wary even if he was assured that it didn't seem to be around at the moment...


III. Change to the Magic (roll 1d12)
No need to roll for the one affected in this case unless otherwise stated, it is usually the magic itself that is affected.
  1. Effect Reversal: Healing spells harm, harming spells heal; divinations distort, illusions reveal, etc.
  2. Different Target: The closest individual in a random direction is affected by the spell instead.
  3. Splits to Affect Multiple Targets: The spell is also aimed at 1d3 additional individuals in random directions.
  4. Cast without Choice: Another random spell that the sorcerer knows is automatically cast on a random target 1d30 rounds later. There's a 50% chance of the original spell being cast at the intended time too.
  5. Lost from Mind: The sorcerer cannot cast the spell again for the next 1d20 (roll 1d6): [1-5] hours, [6] days.
  6. Longer to Cast: The spell takes 1d6 extra rounds to perform. This change lasts 1d20 (roll 1d6):
[1-5] hours, [6] days.

  7. Addictive Magic: The sorcerer must save vs. spell/ make a Will save DC 15 or must cast a spell at least once every 1d4 hours. He must do the same to not do whatever he can to acquire new magical power too. These changes also last 
1d20 (roll 1d6): [1-5] hours, [6] days.
  8. Alternate Type: A fire spell becomes acidic, a beast summoning spell calls a humanoid, a healing spell heals something else, a sleep spell makes one burp, etc. If unsure, determine at random another spell and incorporate its effects.
  9. Affects Other Magic: Those within a 1d20 x 5' area experience a 1d8 - 5 (+3 to -4) penalty to all their spell rolls. This change either affects just those who were in the area or the area itself (equal chance of either). In any case, the effect lasts 1d20 (roll 1d6): [1-3] rounds, [4] minutes, [5] hours, [6] days.
  10. Animates Object: Either a random item on a random person or an object in a random direction becomes animate.
  11. Becomes Sentient: The spell literally takes on a life of its own, acting like a being (per Summon, below) though any attacks it makes will be by causing its spell effect to occur.
 12. Reroll twice: Multiple changes to the magic happen.

For example, rolling a 8 might indicate that the sorcerer's magic missile might become made of fire instead, while a roll of 10 might indicate that the spell animates the one affected's pants.


IV. Change to Location (roll 1d4, then consult the matching subtable below)

    1. SummonThe type of being indicated appears 1d20 x 5' away in a random direction from the one affected. It will be related to the sorcerer's god.
     - It has a 50/50% chance of being either in corporeal or spirit form.
     - Its disposition is listed below as well as the base chance of attacking any individuals it finds wanting.
     - Its HD is 1d12, saving as a fighter of equal level, and it will do at least 1d6 + its HD damage 
to those it hits per round.
     - For every odd HD it has (1, 3, 5, etc.), it can also have a special ability per Lords of Champion types (link).
     - If a corporeal being, its AC will be 1d6, but it can only be harmed by +1d3 dweomered weapons.
     - If a spirit, it is otherwise invincible.
     - Still, cleric-types (not sorcerers) can attempt to turn it, with a +4 bonus if it is a spirit. 
  
 Roll 1d10 to determine its type.
         1. Angelic: Judges the morality and ethics of those present, 2 in 6 chance of causing harm.
         2. Fey: Plays or teaches lessons regarding deal-making, 3 in 6 chance.
         3. Ancestral: Observes or punishes those who go against tradition, 3 in 6 chance.
         4. Naturalistic: Remains still or shows the folly of not respecting wilderness, 3 in 6 chance.  
         5. Bestial: Stalks or attacks those who fail to emulate its animalistic ways, 3 in 6 chance.
        
         6. Devilish: Tempts, traps, and/or deceives, 4 in 6 chance.
         7. Undead: Dwells on its past obsession from life or seeks to drain life force now, 5 in 6 chance.
         8. Demonic: Attacks wildly to cause suffering and fear, 6 in 6 chance.
         9. Elemental: Waits or attacks those that are opposed to their elemental type, 4 in 6 chance.
         10. Reroll Twice

    2. Dismiss: The one affected may be banished for a time, or an item might be taken instead, likely going to the domain of the sorcerer's god. Roll 1ds.
         1-2. the One Affected
         3. 
a Random Item: on the one affected's person
         4. the Random Object: in a Random Direction from the one affected.

    3. Attract: The type indicated that notices the one affected will be drawn to them, interacting with them according to their nature if possible, likely to the former's chagrin. This change lasts for 1d20 hours instead. Roll 1d6.
         1. Vermin or Plants...
         2. Simple Beasts....
         3. Simple Folk...
         4. More potent Beings...
         5. More potent Folk...
         6. Reroll twice
             ... related to the sorcerer's god.

    4. Repel
The type indicated that notices the one affected will attempt to avoid them, likely causing unforeseen issues. This change lasts for 1d20 hours instead. Roll 1d6.
         1. Vermin or Plants...
         2. Simple Beasts....
         3. Simple Folk...
         4. More potent Beings...
         5. More potent Folk...
         6. Reroll twice
             ... related to the sorcerer's god.

For example, rolling 1 and then 4 would show that some sort of naturalistic being is summoned, attacking those who fail to respect wilderness. On the other hand, rolling a 3 and then 4 would mean that potent beings related to the sorcerer's god would be drawn to the one affected for 1d20 hours, probably complicating matters.


V. Change to the Manifestation
No need to roll for the one affected in this case- it is the magic itself that is affected. Such displays usually don't last more than a moment, though their effects on mortals can endure longer. Roll 1d12.
         1. Bright: Illumes well all within 1d20 x 5', dispelling darkness, though making the sorcery quite obvious.
         2. Pyrotechnics: Startles simple folk and beasts, who have to save vs. spell/ make a Will save DC 15 or flee from the area for the next 1d6 rounds.
         3. Glowing: Mild, though lasting 1d20 turns, revealing a sorcerous association on the spell's target to those who notice.
         4. Noisy: Quite obvious, even at a distance, though also more disruptive than certainly mysterious.
         5. Shadowy: Subtly seen, yet those who are good may instead perceive it as obviously evil.
         6. Odd Whispers: Any within earshot may be disturbed, causing them to save vs. death/ make a Will save DC 10 or suffer a -1d3 to all rolls for the next 1d6 rounds
         7. Howls
: Pure terror might emit, compelling any who hear it to save vs. death/ make a Will save DC 10 or flee for the next 1d6 rounds if they do not align with the sorcerer's divinity.
         8. Darkness: All within 1d20 x 5' becomes darkened, insidious-seeming.
         9. Ichor: Some fluid related to the sorcerer's god can be found, suggesting who's will is at work.
         10. Reroll twice

For example, rolling a 3 would show that the spell would cause the target to glow for the next 1d20 turns, while  rolling a 1 would only shine bright for a moment, making it obvious to all where a sorcerer might be found.


VI. Reroll Twice: More than one type of sorcerous change occurs. Changes abound.


Note on Durations
Unless stated in the specific sorcerous result, sorcerous changes last for 1d20 minutes. 


Sorcery Tests
Some sorcery can be resounding. Those who roll a 1 for a sword & sorcery side-effect will experience a sorcery test. To see what its nature is, treat it as a sorcerous change, but one that lasts for much longer based on the result below. And for every 3 sorcerous changes that happens from a particular sorcerer's spells, a sorcery test will occur too. 

1-7. The change lasts 1d20 hours. If already hours, then the effect lasts days.

8-13. The change lasts 1d20 days. If already days, then the effect lasts weeks.

14-17. The change lasts 1d20 weeks. If already weeks, then the effect lasts months.

18+ The change lasts 1 year per sorcery test result over 16. If already years, then the effect lasts decades.

For example, a sorcerer undergoes a test result of 9, and a 3 and 6 are rolled for the change (Change to Magic and Longer to Cast). It is then determined his spell takes 3 extra rounds to cast for a duration that would have lasted the next 12 hours if it were simply a sorcerous change, but since it is a sorcery test, then it would last for 1d20 days instead. If the change would have lasted 12 days, then the test would last 12 weeks.



Barbarian Swordsmen
  • Treat these warriors of mighty thews and derring-do as fighters, except that they can gain a +1 bonus to their hit points and to saves against monsters, supernatural beings, and magic for every level they have (+1 to hit points and those saves at 1st level, +2 to hit points and those saves at 2nd level, etc.) Some can serve specific divinities and gain an even better save bonus against certain things (see Part III).
  • They can also gain a +1 bonus for every odd level they have (+1 at 1st level, +2 at 3rd level, etc.) that can be added each round either to hit, damage, or even to improve their AC when fighting monsters, supernatural beings, or magic-users in melee.
  • In addition, when a sorcerer attempts to cast a spell while within 1d6 x 10' of them, that sorcerer must save vs. death/ make a Will save DC 10 or only be able to roll 1d6 on the Sword & Sorcery Side-Effects table (see Part I), being limited in the sorcerous results they can achieve for that spell. The save also becomes 1 harder for every level the barbarian swordsman has.
  • To access these special abilities, barbarian swordsmen must abide by all 4 of the following. They:
        - Can only wear light barbaric armor (AC 7 or 8) or lighter.
        - Must be wielding a sword (or other ongoingly selected melee weapon per Referee, changing their class name too, e.g. barbarian axeman, barbarian clubman, etc.- which may grant slightly different abilities).
        - Are obliged to be either fighting in a brazen or underhanded way, yelling often or otherwise showing their fierce independence.
        - Are required to save vs. spell/ make a Will save DC 15 to not attempt to destroy something or someone that appears to be supernatural or magical (especially sorcerers!) whenever possible, unless they are proven allies or masters of the barbarian swordsman. They are very distrustful of magic, not to mention nonhumans, other strangers, overcivilized ways, and those who cling to abstract alignment.
For example, a 3rd level barbarian swordsman would have +3 hit points and a +3 bonus to saves against monsters, supernatural beings, and magic. He can also gain a +2 bonus that he can use to hit, damage, or improve his AC each round when fighting such things up close. Sorcerers attempting to cast spells within 1d6 x10' of him must save with a -3 penalty or do so with diminished capacity. And of course, the barbarian swordsman only wears light armor, wielding his sword, being loud and/or stealthy, resisting the urge to destroy the supernatural and magical.


Next week: Sorcerous Styles, Gods & Sorcery, and a Swords & Sorcery encounter. 
RPG srd Old School 1st ed AD&D Conan He-man Thundarr Magic System