![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgR00HQ7ZoHucV4R6FkYDzlB4ZYnGn8da1A7yXWqITYHAwWChVLkfhKPuSDDVgtuUCfqq1oU-e6EfA7g2XWraV3j478dzmeJV0PYGqgrLqx9AH3ZLkzTu3qy-lhqtJ6bqvHtk_R5pJY6LCTadayKTJHAh-bM3GYQMNwjy5OjbKnNJua003odsDNWPNpu9DU/w366-h640/arms%20armor%203.jpg)
Weapon & Armor Type
Ways of Arms & Armor
They harm or protect against:
* Angelic: the evil and the disorderly
* Fey: the evil and the orderly
* Elemental: those who embody two other elements or non-neutral alignments
* Demonic: the good and the orderly
* Devilish: the good and the disorderly
Have you unleashed the mighty power of Divinities and Cults in your game yet?
Get your copy here.
Divinities and Cults: Volume V explores various beast spirits and mythic folk, including new rules to use in your old school game. Along with additional guidelines, magical side-effects, tests, and spell lists, assorted bestial and folk abilities are also available. These animalistic and kindred endowments allow for even greater customization of barbaric characters that follow beast spirits or of others whose race is from myth or folklore. What is more, these abilities are sorted by various divinities and cults, expanding upon the information presented in previous volumes.
What may benefit one might not benefit others.
Ways of Blessings & Curses
Those bestowed often are:
* Angelic: wholesome for the righteous
* Fey: subject to chance
* Elemental: based on what element is invoked
* Demonic: unpleasant except for the chaotic & the evil
* Devilish: unpleasant except for the one causing them