Wednesday, September 17, 2025

Gods of Wizardry, Part II

Wizard Tests
The magic we bind might bind us too.

1-12. Despite his best efforts, the wizard experiences an unpleasant consequence for the next 1d12 days. Roll 1d6.
  1. 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.
  2. 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 10, 2025

Gods of Wizardry, Part I

Wizardry & Gods
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

Fey Spells
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 Tests
The fey can give, and the fey can take. Whether rolling a 1 as a fey magic side-effect, getting the same side-effect number thrice, or via some other occurrence that runs afoul of them, such may indeed create a test. If called for, see Part I for a list of aspects, though fey enchanters cannot apply their chosen one in these cases.

1-12. The fey are at work. Each result lasts for 1d20 hours at first, but compounds to 1d20 days, weeks, months, and even years if experienced again. It may be removed as one would a curse, the fairy who may have caused this test might be found and convinced to end it early, or even one of the divinities that the fairy is aligned with (or one of their agents) possibly will intervene, but then that would be another matter, likely per the fairy's type (see Part III). Whatever is the case, roll 1d6 to see what befalls the one affected.
  1. 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.
  2. 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

Gods of Fey Magic, Part I


Fey Magic Gods
One may wonder at such wonder.


Ways of 
Fey Magic

  • Honor the fairy folk
  • They can bestow great blessings
  • As long as the oaths are kept


Wednesday, August 13, 2025

Gods of Dark Magic, Part III

Dark Magic Spells
Dark powers might be used by many for basic advantage, but it is in the spells themselves that the true darkness shows. Such magic, for which there is much, encompassing the misery and mastery of others, can replace some or all spells which are known by a spellcaster, whether an actual warlock or not. Each one is tainted of course since all are rolled with dark magic side-effects. Any with the (dark) note should be made especially sure to be portrayed as one of ruin, rather than its normally possible beneficence or wonder.

1st Level: Command, Cure Light Wounds (dark, reversible), Detect Evil, Detect Magic, Light (reversed), Protection from Evil, Remove Fear (reversed), Resist Cold, Sanctuary (works via fear rather than sanctity), Pass without Trace (D), Jarring Hand*, Manipulate Fire*, Shocking Grasp*, Sleep* (dark dreams)

Wednesday, August 6, 2025

Gods of Dark Magic, Part II


Dark Tests
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

Dark Magic Gods
Some spells may not be worth the price.


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

Sorcerer Spells Known
Though they can usually cast spells until stopped, sorcerers typically only know 1d3+2 of them for each level that they can cast. These are drawn from either the magic-user or a god, goddess, titan, or demon lord's list, but each one that a sorcerer would wish to know has a special restriction to acquire or consideration for use (roll 1d6):
   1. Must be cast as an arcane ritual each time it's used, requiring 1d6 minutes of preparation.
   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.
   5. Exotic materials are needed to cast it, costing at least 1d3 x 10 sp.
   6. Reroll twice.