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

Wednesday, May 29, 2024

Lords of Champions, Part III


Divinities & Cults of Champions
When their faithful is in need, the gods can send champions to aid their efforts.

Greek & Roman
Artemis / Diana: fey & elemental earth
Athena / Minerva: angelic
Ares / Mars: demonic & elemental fire
Hades / Dis Pater: devilish & elemental earth
Poseidon / Neptune: fey & elemental water
Zeus / Jupiter: angelic & elemental air

Wednesday, May 22, 2024

Lords of Champions, Part II

Champion Types 
For every odd HD they have (1st, 3rd, 5th, etc.), champions gain a special ability based on what type they are. Abilities conferred multiple times may compound their modifiers, though additional abilities are suggested if they may not.

Angelic Champions
Smiting evil and chaos, they can be a (roll d6).
   1. Grim Warrior: personifying righteous death, all who first encounter them, whether friend or foe, must save vs. spell / make a Will save DC 15 or flee in fear for at least 1d6 rounds.
   2. Hero: have a Strength, Dexterity, or Constitution score of 17 (or 18 or even 19 if this ability is taken twice or thrice), allowing them to make heroic feats, but also be the preferred target of enemies when in a group.

Wednesday, May 15, 2024

Lords of Champions, Part I

When called on to battle, champions serve their true lords above all else.

Ways of Champions
Champions prefer battling those who are.
Angelic: evil or chaotic
Fey: evil or lawful
Elemental: not of the same elemental makeup
Demonic: good or lawful
* Devilish: good or chaotic

Wednesday, May 8, 2024

Lords of Food & Drink, Part III

Food & Drink Divinities & Cults
Nourishing deities may grant great bounty, though they sometimes may not.

Greek & Roman
Demeter / Ceres: angelic, fey, & elemental earth
Dionysus / Bacchus: fey & demonic
Hecate / Trivia: devilish, demonic, & fey
Hestia / Vesta: angelic

Wednesday, May 1, 2024

Lords of Food & Drink, Part II

That which we consume just might consume us, even if we need food badly.

Food & Drink Tests
1-5. Something is off, and the food and/or drink does not agree with the partaker. Such indigestion will cause them to suffer a -1d6 penalty to all rolls for the next 1d6 hours unless some form of remedy is administered earlier.

Wednesday, April 24, 2024

Lords of Food & Drink, Part I

Such fare can reflect memorable characteristics, no matter one's taste.

Ways of Food & Drink
Food & drink should be...
Angelic: light and beneficial
Fey: enticing and changing 
Elemental: hot, cold, airy, watery, or earthy
Demonic: horrifying and changing
* Devilish: appearing as one of the above, but corrupted

Wednesday, April 17, 2024

Lords of Wards, Part III

Ward Divinities & Cults
Protective deities grant access to certain lords of wards.

Greek & Roman
Apollo: angelic & elemental fire
Athena / Minerva: angelic
Dionysus: fey & demonic
Hades / Dis Pater: devilish & elemental earth
Hephaestus / Vulcan: elemental fire & earth
Hecate: devilish, demonic, & fey
Hermes: angelic & fey
Hestia / Vesta: angelic
Zeus: angelic & elemental air

Wednesday, April 10, 2024

Lords of Wards, Part II

What might be kept out might not resolve what's within.

Warding Tests
1-4. How much time to spare? The warder becomes (overly?) cautious for the next 1d3 days, causing his ward spells to each take 1d12 rounds longer to cast. If he experiences this test again while it's still in effect, then the time required is compounded (2d12, 3d12 extra rounds to cast, etc.) for the duration.

5-7. What the warder would resist becomes increasingly trying, even under normal circumstances. When exposed to what he last cast a warding spell against (e.g. cruelty, disorder, jerkishness, etc.), the warder must save vs. death/ make a Will save DC 10 or suffer a -3 penalty to all rolls. This test lasts for the next 1d3 days, though if experienced while the same is still in effect, it becomes permanent. Perhaps its time for another warding spell?

Wednesday, April 3, 2024

Lords of Wards, Part I

Lords of Wards grant spells that protect individuals or areas via angelic, fey, elemental, demonic, or devilish craft. Each prevents access to that which could harm or can even prevent the escape of such perils too.

Ways of Wards
Wards may bar or contain that which is...
Angelic: disorderly, disruptive, messy, unhealthy, jerkish, or cruel
Fey: orderly, restrictive, banal, unhealthy, prudish, or cruel
Elemental: hot, cold, airy, watery, or earthy
Demonic: orderly, restrictive, banal, healthy, normal, or kind
* Devilish: disorderly, disruptive, unhealthy, free, or kind

Wednesday, March 27, 2024

Lords of Maidens, Part III

Maidens can embody the essence of their lords and divinities. What is more, such beautiful entities can often be found in the entourage of goddesses too, whose beauty is greater yet.

Maiden Divinities & Cults
Certain types of maidens tend to serve certain divinities.

Greek & Roman
Aphrodite / Venus: fey (nymphs & sirens) & elemental (fire & water)
Artemis / Diana: fey (fairy godmothers & sprites) & elemental (earth)
Athena / Minerva: angelic (muses & valkyries)
Hecate / Trivia: devilish (erinyes), demonic (succubi), & fey (fairy godmothers)
Hera / Juno: angelic (guardian angels & ancestral spirits) & devilish (nemeses & erinyes)
Hestia / Vesta: angelic only (guardian angels, muses, & ancestral spirits)

Wednesday, March 20, 2024

Lords of Maidens, Part II

As with mortal maidens, supernatural maidens can surely test as well.

Maiden Tests
1-7. Longing, the enchanted one loses access to his maiden for a time, being unable to call upon her and also suffering a -1d3 penalty to all rolls for the next 1d3 days. With her return, he will likely feel more connected again, though perhaps more of a man from the experience too.

Wednesday, March 13, 2024

Lords of Maidens, Part I

Working at the behest of divinities, lords of Maidens send angelic, fey, elemental, demonic, or devilish spirit women to be companions for mortals. Such maidens may then use their powers on their behalf, which can be quite compelling.

Ways of Maidens
Maidens are...
Angelic: peaceful, harmonious, & bountiful, remaining honorable and pure
Fey: wondrous, enchanting, & sentient, though elusive or entrapping
* Elemental: fiery, cold, wet, dry, or airy.
Demonic: bizarre, mutagenic, wanton, and possessing, but can be quite enticing.
* Devilish: empowering, dominating, punishing, and entrapping, though may be rewarding

Wednesday, March 6, 2024

Lords of Realms, Part III

Realms can range from heavenly to horrifying, and might even stretch to where one is. The lords provide the doors to such places, but the gods themselves can give their followers the keys, even if they themselves don't exactly match the realm's alignment.

Realm Divinities & Cults

Greek & Roman
Hades (Dis Pater): Beneath the earth, his faithful call upon earthy elemental and taking demonic lords of realms most often.
Hermes (Mercury): Travelling any of the realms, his messengers are most at home in the angelic and fey.
Poseidon: To sea realms, watery elemental and fey lords are fitting.
Zeus: Atop Mt. Olympus, he is served by both the angelic and the airy elemental lords.

Wednesday, February 28, 2024

Lords of Realms, Part II

Harnessing the power of lords of supernal realms doesn't come without risk. Those who do so can face such tests, whether they travel to such realms or not.

Realm Tests
1-7. Oh, the places that know you. The wayfarer loses access to all his powers and spells (not just his realm ones). He also emits an aura of the realm he follows for the next 4d6 hours. Treat as Conjure Realm (see Part I), but it follows him wherever he goes, having a range of 1d6 x 60', and its characteristics change every 1d3 hours (reroll on the realm table). Once it ends, then his powers and spells will be returned to him.

Wednesday, February 21, 2024

Lords of Realms, Part I


Lords of Realms are supernatural servants of divinities and can be angelic, fey, elemental, demonic, or devilish. They grant different abilities and spells to mortals, though what they are is based on other planes of existence.

Ways of Realms
Realms can be...
* Angelic: peaceful, harmonious, bountiful, but restricted to the goodly
* Fey: wondrous, enchanting, sentient, but tricky
* Elemental: fiery, frosty, airy, watery, or earthy
* Demonic: bizarre, mutagenic, wanton, and possessing
* Devilish: empowering, dominating, punishing, and entrapping

Wednesday, February 14, 2024

Lords of Puppets, Part III

Puppets can serve many masters. Supernatural lords serve divinities and cults, and the mortals who follow both can serve as vessels for such power. And though they are called angelic, fey, demonic, or devilish, they aren't necessarily innately lawful, good, chaotic, or evil. Any divinity or cult can have such servants, though the more likely ones are noted below.

Puppet Divinities & Cults

Greek & Roman
Apanchomene (Artemis/ Diana): Espousing childlike innocence, she is served by angelic and fey lords.
Dionysus/ Bacchus: As used in his theatres,  fey and demonic lords abound.
Hecate/ Trivia: Demanding justice via magic poppets, she is served by angelic and devilish lords.

Wednesday, February 7, 2024

Lords of Puppets, Part II


As servants of divinities, supernatural lords understand that the former can test their faithful. Still, lords grant powers and spells themselves too, and those who fail to abide can be punished in much the same manner. Whether such is done in an angelic, fey, demonic, or devilish way, those who deal with puppets shouldn't be fooled by their toylike appearance.

Puppet Tests
1-7. Who's pulling the strings? The puppeteer loses access to all his granted powers and spells (not just the puppet lord's ones). See what must be done to get them back. 
    Angelic: Give their puppet to a good person. It is then entirely up to the latter when they give it back to the puppeteer, if at all.
   Fey: Win an argument with the puppet. An Intelligence check with a -5 penalty may be required (DC 20). Failed debates can be retried 1d6 hours later, though they'd likely be very trying.
   Demonic: Engage in a horrific act of anarchic aggression, having the puppet seem to assist. It might even smile on its own.
   Devilish: Promise one's soul, or trick another into doing so, using the puppet to seal the deal. Hopefully a kiss won't be required.

Saturday, February 3, 2024

Volume V






DIVINITIES & CULTS 
Volume V: Beast Spirits & Folk

Note the revised cover picture (updated 5/25/24).

The next tome in the Divinities & Cults series 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 barbarian 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.

Wednesday, January 31, 2024

Lords of Puppets, Part I

Lords are supernatural servants of divinities that can be angelic, fey, demonic, or devilish. They grant different abilities and spells to mortals who follow their ways, though it might be unclear just who the servant and who the lord is.

Our first example begins with Lords of Puppets. Each kind has their own general guidelines that are followed.

Ways of Puppets
* Angelic Lords: Use puppets to promote what is orderly and good.
* Fey Lords: Puppets help with enjoying and celebrating life!
* Demonic Lords: Puppets help with enjoying great mayhem and slaughter!
* Devilish Lords: Make puppets of others.

Wednesday, January 24, 2024

Zeus Encounters, Part III

Quests of Zeus
The father above will see who his heroes are. Roll 1d20.

1-2.  Exercise your leadership in the name of Zeus: If not so already, the most patriarchal member of the party feels compelled to be leader. If already leader, then he will work to expand his authority for at least the next 1d3 days. Others might protest, but they do so at the peril of Zeus' ire.

3-4. Usurp those who are unfit: Though technically a king, there is one who no longer protects his subjects nor keeps his house in order. He and his circle of corrupt advisors must be removed before his land is destroyed by the many invaders they are allowing in.

Wednesday, January 17, 2024

Zeus Encounters, Part II


Temples of Zeus

Style (d8)
1. Aeolic: windy
2-4. Ionic: regal
5. Corinthian: imperial
6-8. Doric: stately

Form (d12)
1-3. Shrine
4. Tholos (Round)
5-12. Rectangular

Wednesday, January 10, 2024

Zeus Encounters, Part I

ZEUSIAN PHILOSOPHY
Rulership shines above.

Main Emphasis (d20)
1-2.  Exercise your leadership in the name of Zeus
3-4. Usurp those who are unfit
5-6. Rule justly 
7-8. Sow your royal oats
9. The Greeks Themselves
10. Heroic Adventure
11. Syncretism with another sky and/or storm god
12. Local variation
13. Archaic, Mycenaean 
14. Eagle spirit
15-20. All are emphasized

Wednesday, January 3, 2024

Tyr Encounters, Part III

Quests of Tyr
Who has the mettle to do what's right? Roll 1d20.

1-2. Be prepared to give whatever is necessary in the name of the Law: One party member's father (who happens to be a giant) has an enormous keg that is required by the Gods. It must be acquired at any cost, even if one's multi-headed grandmother intervenes (a base 75% chance).

3-4. Keep one’s word, even unto death: The next quest a party member agrees to must be completed, even if they and the rest of the party die trying. To do otherwise would be to provoke a divine test of Tyr.