- 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.
- 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 17, 2025
Gods of Wizardry, Part II
Wednesday, September 10, 2025
Gods of Wizardry, Part I
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
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-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.
- 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
Wednesday, August 13, 2025
Gods of Dark Magic, Part III
Wednesday, August 6, 2025
Gods of Dark Magic, Part II

That which is taken may not be so easily returned. Rolling a 1 as a dark magic side-effect (and choosing to proceed) or rolling the same side-effect number thrice can trigger such ruinous trials.
1-9. A greater cost is required. The one undergoing the test suffers permanently until another test might change the curse. Roll 1d6, compounding any results that are incurred repeatedly.
1. Health: Become sensitive to some common substance or situation, taking -1d6 to all rolls when exposed to it for the next 1d6 hours. It will likely be something related or in opposition to the warlock's god, whether some foodstuff, plant, beast, time of day, weather pattern, mortal triviality, or the like.
2. Wealth: Must toil for some master for at least 2d6 hours a day, being generally bound to the place. How else to earn one's keep?
3. Fortune: What one most values is taken from them 33% of the time. Whenever they reach to enjoy it, it may inevitably be lost again. Few would be surprised.
4. Fame: Those who encounter the one undergoing the test must save vs. death/ make a Will save DC 10 or either strive to flee them (if weaker) or strive to harm them (if of similar might or stronger) for a minimum of 1d6 rounds. Gaining power over others is thereby encouraged.
Wednesday, July 30, 2025
Gods of Dark Magic, Part I
Ways of Dark Magic
- Nothing can be helped without harm
- There is great power in the shadow
- The cruel may gain much
- But the darkness will claim them too
Wednesday, July 23, 2025
Gods of Sword & Sorcery, Part III
2. It is an innate power within the sorcerer, perhaps from some supernatural lineage, and such access makes that lineage increasingly obvious to others.
3. An occult tome must be acquired to learn and cast it, likely requiring an adventure, great expense, or both.
4. Only a deal made with an otherworldly entity will provide its knowledge, requiring offering something up in return.