Wednesday, August 28, 2019

Clerics of Perun, Part II

Magical Side-Effects
The power of Perun thunders throughout his faithful's spells. Roll 1d12.

1. Gifts of Rod: Perun asks for an offering of meat, honey, or apples for the magic to work. If not, then expect a downpour within the next 1d6 turns. 

2. Guardian's Calm: It is now a weapon that the spell requires, lain down for Perun for the next 1d6 turns at least. Still, the arrival of a chaotic, dark, watery, or serpentine being to fight will allow it to be used before then. 

3. Oaken Oaths: If the spell is meant to benefit the target, then it will only work if they have broken no oaths, stolen, nor treated prisoners badly within the last 1d6 days (a base 50% chance per day if unknown). If not, then the spell will only harm those who have.

4. Great Pause: The magic will occur after 1d3 rounds pass. If there is a storm nearby though (a base 15% chance), then it will happen right away.

5. Thunder Strikes: A great rumble resounds, causing all within 60' who wield an axe to do +1 damage for the next 1d6 rounds.

6-8. Standard Casting: The spell works without side-effect this time. 

9. Woe Unto Liars: The magic is cast at double its effect, range, or duration, but only if the cleric has been faithful in following Perun's tenets. If not, then it fails.

10-11. Strike the Dragon: The spell can be doubled in effect, range, or duration if used to fight a dark, chaotic, watery, or serpentine being or to heal the harm caused by one. Otherwise, it functions as normal. 

12. Blessed by the Thunder God: The magic works for twice its normal effect, range, or duration, as well as it not being expended that day. In addition, the cleric gains the ability to sense the direction to the nearest dark, chaotic, watery, or serpentine being (pick one each time this result occurs) for the next 1d6 turns

DCC RPG Conversion notes
Spell not being expended that day= gains a +2 bonus to its spell check

Next week: Clerics of Perun, Part III!

And a special announcement: the revisions for Volume II are now up! For the next 24 hours, both the Labyrinth Lord and DCC RPG versions are available at 50% off for those who don't have their copy yet! For those who do, enjoy the update for free.

The print-on-demand versions will also be taken down until they can be updated too...

Tuesday, August 20, 2019

Clerics of Perun, Part I

Lawful Slavic God of Thunder

Tenets of Perun
* Seek out evil and chaos
* Smash it when you find it!
* Follow Rod's cosmic order
* Respect oaths, prisoners
* Enjoy the wild places too

Clerics of Perun
Special: Perun is served by clerics and volkhvs (Slavic oracular priests).
Allowed Weapons: Axe, mace, sling, sword, bow
Allowed Armor: Studded leather or lighter
Symbol: Axe, Thunderbolts, Golden Apples, Oak
Can Turn: Chaotic, dark, serpentine, and/or watery beings
Perun Mysteries: Clerics of Perun can reroll a failed save when fighting a chaotic, dark, serpentine, and/ or watery being, though they must abide by the second result. They may do so up to thrice per day per level.

Next week: Clerics of Perun, Part II!

Wednesday, August 14, 2019

Upcoming Volume II Revision

An updated version of Volume II will be released sometime in the next few weeks for both Labyrinth Lord and DCC RPG (the latter pending approval). Those of you who already have a pdf version will be able to of course upload the newest version from Drivethru for free. For those who don't, have no fear: I'll offer it for a reduced price for 24 hours to fans of this website upon its release. Stay tuned for the announcement and that special deal.

So what's different? Apart from fixing a few typos and clearing up some wording, the major change is turning Healing Side-Effects into Magical Side-Effects. Just like with Volume I last year, I modified the side-effects so they can apply to all spells, though depending on the roll made, each time the side-effects may not apply. This helps to keep each spell interesting and exciting to cast, even if the result is no side-effect. They are also constructed to maintain the general Roman focus on proper ritual and the general Celtic focus on natural place.

Otherwise, some tests and spell lists have been updated, along with more magical side-effect options for priests, mystics, shamans, and  witches. Last, some quick rules will be available for generating avatars!

Next week: we begin our series on Slavic divinities, starting with Perun!

Wednesday, August 7, 2019

Spirit Encounters V: Reactions

And just how will spirits react? If unsure, it depends on the one approaching them. For one who is (a/an)...

Ancestral Spirits
Traditional type and also one of their descendants (roll 1d6): [1-5] helpful, [6] ignore
Traditional type or one of their descendants (roll 1d6): [1-3] helpful, [4] chastise, [5-6] ignore
Untraditional type or a descendant of one of their enemies (roll 1d6): [1-3] attack, [4] chastise, [5-6] ignore
Untraditional type and a descendant of one of their enemies (roll 1d6): [1-5] attack, [6] ignore
None of the above (roll 1d6): [1] chastise, [2-6] ignore

*Traditional types: put the old ways, customs, and family first.
*Descendants: if unknown, there's a base 15% chance of an individual being related to an ancestral spirit or one of its enemies (equal chance of either).
*Untraditional types: openly scoff at the old ways, customs, and putting family first.

Angelic Spirits
Moral and lawful person (roll 1d8): [1-7] helpful, [8] ignore
Moral or lawful person (roll 1d6): [1-3] helpful, [4-5] chastise, [6] ignore
Immoral or chaotic person (roll 1d6): [1-2] attack, [3-4] ignore, [5-6] chastise
Immoral and chaotic person (roll 1d8): [1-7] attack, [8] chastise
None of the above (roll 1d8): [1] helpful, [2-7] ignore, [8] chastise

Demonic Spirits
Moral and lawful person (roll 1d6): [1-3] ignore, [4] tempt, [5-6] flee
Moral or lawful person (roll 1d6): [1-3] torment, [4-5] tempt, [6] attack
Immoral or chaotic person (roll 1d6): [1-2] torment, [3-4] tempt, [5-6] attack
Immoral and chaotic person (roll 1d6): [1] torment, [2-4] tempt, [5-6] attack
None of the above (roll 1d8): [1-2] torment, [3-4] tempt, [5-7] ignore, [8] attack

Elemental Spirits (roll 1d4 for type: (1) fire, (2) water, (3) earth, (4) air)
Of a personality type or nature that matches the element type (roll 1d6): [1-4] helpful, [5-6] ignore
Of a personality type or nature that matches the opposing element type (roll 1d6): [1-4] attack, [5-6] ignore  
None of the above (roll 1d6): [1] attack, [2-6] ignore

Fair Maiden Spirits
Patient and insightful (2 passed Wisdom checks*) (roll 1d8): [1-7] helpful, [8] avoid
Patient or insightful (1 passed Wisdom check*) (roll 1d6): [1-4] helpful, [5-6] avoid
Impatient or brazen (1 failed Wisdom check*) (roll 1d6): [1-4] avoid, [4-6] captivate
Impatient and brazen (2 failed Wisdom checks*) (roll 1d6): [1-2] avoid, [3-6] captivate
None of the above; not likely to make Wisdom checks (roll 1d6): [1] helpful, [3-5] ignore, [6] captivate

*For DCC RPG, can use Will saves DC 15 instead of Wisdom checks.

Fey Spirits
Whimsical, light of heart, or made an attempt at placation (roll 1d8): [1-5] helpful, [6-7] ignore, [8] mischief
All others (roll 1d8): [1-2] helpful, [3-4] ignore, [5-8] mischief

Nature Spirits
Quite at home in nature and/or follows a nature divinity (roll 1d12): [1-4] helpful, [5-11] ignore, [12] attack
All others (roll 1d12): [1-2] helpful, [3-10] ignore, [11-12] attack

Totemic Spirits (roll 1d8 for type: [1] bear, [2] boar, [3] wolf, [4] lion, [5] stag, [6] bull, [7] eagle, [8] other) 
Emulates and/or supports the matching beast (roll 1d6): [1-5] helpful, [6] ignore
All others (roll 1d6): [1] helpful, [2-6] ignore

Note: if sufficiently antagonized, a totemic spirit will help one of the antagonizer's enemies.

Undead Spirits
Responsible for undead spirit's original/mortal death (roll 1d12): [1] scare, [2-12] attack!
Related to or friends with the one who caused spirit's original/mortal death (roll 1d8): [1-3] scare, [4-8] attack 
Bathing alone (roll 1d6): [1-2] scare, [3-6] attack 
Any others during daytime (roll 1d6): [1-3] ignore, [4] scare, [5-6] flee
Any others during night (roll 1d6): [1] ignore, [2-3] scare, [4-6] attack

Spirit Actions
For specifics on how spirits can be helpful, see spirit boons in Volume II.

For those who attack, see Part I, II, III, or IV of this series or refer to landvaettir in Volume I for lighter spirits, the tests of Orcus in Volume II for darker ones. However they inflict harm, spirits will likely keep at it until either they are appeased or the target leaves the area. Remember that spirits can usually only be harmed by being turned or by other spirits or ethereal beings. Note that a spirit's attack may include an attempt at possession.

Characters can save vs. spell (or make a Will save DC 15 if using DCC RPG rules) to prevent a spirit from possessing them (where the player loses control of their character), as well as chastisement or torment (character takes a -1d6 penalty to all rolls), temptation (character is compelled to sin), captivation (character is charmed), mischief (see Foul Fey tricks in Volume I), being scared (character must flee the area), and the like.

Next week: Summary of the changes to the upcoming revised version of Volume II!