Wednesday, July 24, 2024

Lords of Arms & Armor, Part II


Additional Arms & Armor Attunements
The one wielded cuts a path to a lord's greater glory.

Using a Higher Level Spell
Increasing the Attune Arms & Armor spell's level can grant additional bonuses. For every 2-level increase, one modifier can increase by 1, whether +1 to hit or damage certain foes with a weapon, or +1 to AC or saves against certain foes via armor. 

For example, casting Attune Arms & Armor as a 5th level spell to make an angel sword could grant a +2 to hit and +1 to damage the evil and disorderly, +2 to both as a 7th level spell, or even +2 to hit and +3 to damage as a 9th level spell.


Weapon & Armor Type
Not all weapon & armor shapes are alike. With the Referee's permission, these commonsense modifiers can apply to just attuned weapons & armor, other magic weapons & armor, or even mundane ones too if they aren't being used already.
Axes: +2 when causing a critical hit, hand axes can also be thrown
Bows: attack foes from afar
Clubs & Maces: can be used to subdue instead
Daggers: can be easily hidden or thrown
Hammers: can ignore up to 2 AC of metal armor
Spears: gain a +1 bonus to hit and to damage mounted and/or charging foes, can be hurled too
Slings: can be easily hidden and can be thrown
Swords: +1 to AC vs. one attack from the front per round, thanks to parrying

Wednesday, July 17, 2024

Lords of Arms & Armor, Part I

Take hold of what sustains you.

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

Wednesday, July 10, 2024

Lords of Blastings, Part III


Blasting Tests
Divine might can be too much for mortal wielding.

1-6.  The blasting fails to meet its mark. The spell instead targets a random individual in range, possibly including the caster. Whoever it hits will certainly consider it to be quite a pain in the backside.

7-12. Magic of a different color, it has the effect of a different type of lord. What would be devilish, might be angelic; what would be elemental fire, would be elsewise, much to the target's (and the caster's) surprise. Roll 1d5, rerolling to get another besides one's own lord in this case if need be: [1] angelic, [2] fey,
[3] elemental, [4] demonic, [5] devilish.

Wednesday, July 3, 2024

Lords of Blastings, Part II

Additional Blasting Results
There's more than one way to smite one's enemies.

Using a Higher Level Spell
As alluded to in Part I, the Blasting spell's level can also be increased beyond 1st. Doing so can compound the range, damage, or individuals affected for each level its raised.

For example, making its range 120', targeting 2 individuals in range instead of one, or adding 1d6 to the damage would make Blasting a 2nd level spell. Compounding two of those three options would make it a 3rd level spell.

Wednesday, June 26, 2024

Lords of Blastings, Part I

Things arising are phenomenal.

Ways of Blastings
They can:
Angelic: be used in defense to harm the unrighteous
Fey: cause much misfortune
Elemental: harm via an element
Demonic: create great suffering
* Devilish: be hard to detect

Wednesday, June 19, 2024

Lords of Blessings & Curses, Part III

Blessing & Curse Tests
What one asks for may not be all that's provided.

1-4. The Bestow Blessing & Curse spell will be barred from the petitioner for the next 1d3 days. Similar spells may still work (a 66% chance), though they remain subject to their own divine tests.

5-12. Forsooth, the next blessing or curse the petitioner casts is reversed. A target intended blessed is now cursed with the opposite effect. Vice versa for the one to be so cursed. Boon and bane shift by the judgment of the gods.

Wednesday, June 12, 2024

Lords of Blessings & Curses, Part II

Additional Blessing & Curse Results
Whether via divine test or the Bestow Blessing & Curse spell, divinities and cults can make their pleasure (and displeasure) known.

Specifically for the Blessing & Curse spell, once what occurs has been determined and if the Magical Side-Effect allows (see Part I), the caster can then select what specifics happen. He may experience unique effects via his lord too if a result of 'other' occurs. See below.

Using a Higher Level Spell
As mentioned before, the spell's level can be increased beyond 1st no matter what the initial result of the Blessing & Curse spell is. Doing so can boost its range, allow additional effects to occur, allow more individuals to be affected, or increase the duration of the effects. With the Referee's permission, a prepared higher level spell can then be considered expended instead when Bestow Blessing & Curse is cast to cause a higher level effect. Even in these cases, Bestow Blessing & Curse would still be prepared as a 1st level spell.

Wednesday, June 5, 2024

Volume V Now Available


 The Magic of the Beast Spirits & Folk await!

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.

Lords of Blessings & Curses, Part I

 
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