Wednesday, August 3, 2022

Clerics of Arawn, Part IV

Spells of Arawn
Respect must be shown for Arawn's magic, else the hunt, death, or otherworld might come sooner than expected. Cleric-types who follow Arawn have access to the following spells.

1st Level
(All) Command, Cure Light Wounds (reversible), Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary

Lord of the HuntDetect Prey (as Detect Evil, but senses one that the caster has already been hunting for at least the last 1d6 turns)
Lord of Death: Detect Death (as Detect Evil, but senses those who are dead, whether resting or unquiet undead)
Lord of the Otherworld Detect Portal (as Detect Evil, but senses doorways, whether the endpoint is within this world or another)


2nd Level
(All) Augury, Bless, Find Traps, Hold Person, Reveal Charm, Silence 15' Radius, Scare*

Lord of the HuntSpeak with Animals
Lord of Death: Spiritual Weapon (wielded by a phantom)
Lord of the Otherworld Rope Trick*


3rd Level
(All) Cure Blindness (reversible), Cure Disease (reversible), Dispel Magic, Feign Death, Remove Curse (reversible), Striking

Lord of the HuntLocate Object
Lord of DeathSpeak with Dead
Lord of the Otherworld
Blink*


4th Level
(All) Create Food and Water, Cure Serious Wounds (reversible), Detect Lie, Exorcise, Neutralize Poison, Globe of Invulnerability (Lesser)*

Lord of the HuntHallucinatory Terrain*
Lord of DeathSpeak with Dead
Lord of the Otherworld
Dimension Door*


5th Level
(All) Atonement, Commune, Cure Critical Wounds (reversible), Flame Strike (appears as hounds, a grim reaper, or strange fey attacking), Feeblemind*

Lord of the Hunt: Faithful Hounds (as Faithful Hound*, but sounds like many)
Lord of Death: Magic Jar*
Lord of the Otherworld
Plane Shift*


6th Level
(All) Blade Barrier, Find the Path, Heal (reversible), Word of Recall, Anti-Magic Shell*, Repulsion*

Lord of the Hunt: Summon Cwn Annwn (as Conjure Animals, but summons white hounds with red ears)
Lord of Death: Death Spell*
Lord of the Otherworld: Astral Projection*


7th Level
(All) Control Weather, Restoration, Symbol, Wind Walk, Antipathy/Sympathy*, Permanency*

Lord of the Hunt: Invisible Stalkers (as Invisible Stalker*, but are a pack of 2d4 relentless Cwn Annwn)
Lord of Death: Power Word Kill*
Lord of the Otherworld: Gate*


For info on a type of Welsh faerie, the coblyn, see here.

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Next week: druidesses of Rhiannon! 


 

Thursday, July 28, 2022

Clerics of Arawn, Part III

The hunt may lead to death or someplace else entirely. 

Divine Tests
1-8. What does today's catch demand? The cleric loses access to some of his spells (50% chance for each one), possibly including his turn ability. Either roll 1d6 or select which fits best to see what he must do to have each one returned. 
[1] Hunt down prey, at least cornering one that is worthy (of equal level/ HD or more). (Lord of the Hunt)
[2] Patrol the immediate area for the next 2d6 turns, preferably with hounds. (Lord of the Hunt)
[3] Bring something to its end. (Lord of Death)
[4] Cause fear in another that is worthy (of equal level/ HD or more). (Lord of Death)
[5] Show another one great respect. (Lord of the Otherworld)
[6] Travel to somewhere new. (Lord of the Otherworld)

9-16. The time is upon the cleric. Roll 1d3 to see what it is or select what's most deserved.
[1] One of his most prized pets or possessions is stolen, likely by some farm laborer or other, Amaethon-like individual. Until he recovers it, he gains a +2 bonus to all hunting-related rolls. (Lord of the Hunt)
[2] An adult someone within a random direction of him must save vs. death/ make a Will save DC 10 or die. If they save, then another adult someone within a random direction of them must do the same until one dies. Afterwards, the cleric gains a +2 bonus to detect death-like things. (Lord of Death)
[3] He (and any who are within 1d12 x 5' of him) is sent to an Otherworld. See the table listed for Manannan in Volume II. There will be 1d3 divergences from the cleric's home realm, though he can discover a way home sometime within the next 4d6 hours, being able to come and go between both worlds from those set points from now on. (Lord of the Otherworld)

17+ And what respect has the cleric earned? Arawn will tell by sending a challenge each day for every divine test result over 16. What is more, the cleric will be unable to use or benefit from any magic during this time. See which one it is by choosing or rolling 1d3.
[1] The cleric is attacked by Arawn's white hounds with red ears, the Cŵn Annwn. He must save vs. paralysis/ make a Reflex save DC 15 or take 6d6 damage. If he survives every day of the attacks, he gains the ability to summon the Cŵn Annwn up to once per week. When he calls them, they will do the same to someone else who is within 1 mile who must save or take the damage. (Lord of the Hunt)
[2] The cleric encounters a foe of equal level/ HD whom he must defeat in single combat. Unlike the other variations of this divine test, he can use his magic during the duel, but still not before or after. If he survives, Arawn gifts him 1d3 otherworldly pigs. Each one will return after being eaten, and can thus provide food indefinitely. (Lord of the Dead)
[3] Arawn's wife ends up wherever the cleric sleeps. He must save vs. spell/ make a Will save DC 15 to resist lying with her and losing all his clerical powers until he atones. If he does save and resist the urge every night of the temptation, then Arawn will be so pleased that he will let the cleric ignore 1d2 future divine tests of his choice. (Lord of the Otherworld)

For random Arawn encounters, see here.


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Next week, Clerics of Arawn, Part IV!


Wednesday, July 20, 2022

Clerics of Arawn, Part II

Arawn's Magical Side-Effects
The Lord of the Hunt, Death, and the Otherworld grants magic that is meant to be respected. Roll 1d12 to see what it is.

1. Angen Gwaith: Something is needed for the spell to work. Once given, it will.

2-3. Cyrraedd Yno: If something isn't provided, then the magic will only occur at 50% its usual strength. 

4. Yn Araf: The spell will happen, but if the cleric doesn't perform a requirement, its effects will only transpire 2d3 turns later.

5. Teyrnas ArawnAll within 1d6 x 10' gain a +1d3 bonus to certain rolls for the next 2d6 rounds, depending on which one of Arawn's aspects is manifest (roll 1d3): [1] the hunt, [2] death, or [3] the otherworld. 

6-8. Arwydd o Barch: Except for a minor occurrence representing the hunt, death, or otherworlds showing up (a 33% chance), the spell works as usual this time. 

9-10. GwychThe magic's effect, range, or duration can be boosted by 50% if a requirement is given. If not, then it works normally.

11-12. NertholThe spell occurs for an additional 50% bonus to its usual effect, range, or duration, as well as it not being expended so it can be used again that day. What is more, if the cleric fulfills a requirement, then the spell's aspect can be doubled instead.


Requirements by Aspect
When something is required, roll either based on which facet of Arawn the caster most resonates with or simply pick at random.

Lord of the Hunt (d4)
The spell must be cast around, in sight of, or involve...
1. The wilderness.
2. Someone unaware of the caster's presence.
3. Hounds (preferably ones that are white with red ears).
4. A contest with a rival.

Lord of Death (d4)
The spell must be cast within or involve...
1. Darkness.
2. Coldness.
3. Fear.
4. Death itself.

Lord of the Otherworld (d4)
The spell must involve...
1. A faerie bargain: something done in return for something else.*
2. Showing great respect for another's mate, possessions, and/or lands..
3. Trading places for a time.
4. Making or guessing a riddle.*
*Failing to abide by the bargain or having one's own riddle guessed results in divine test.


For example, a cleric of Arawn casts a spell and his player rolls a 3 (Cyrraedd Yno). So if he doesn't wants the spell to be reduced in strength 50%, his player can roll for a requirement. Since the cleric relates more to the Lord of the Otherworld, he rolls on that table and gets a 4 (Making or guessing a riddle). Therefore if the cleric makes or guesses a riddle, the spell will have its usual potency.

For the full article, including additional requirements usable by various Welsh spellcasters, see
 here. 

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Next week: Clerics of Arawn, Part III!


Wednesday, July 13, 2022

Clerics of Arawn, Part I

Arawn
Welsh God of the Hunt, Death, & the Otherworld

Tenets of Arawn
* Hunt upon your demense 
* Bring doom to those whose time has come
* Dwell in the Otherworld
* Show great respect for what's given

Clerics of Arawn
Special: Arawn is served by clerics, druids, cyfrinydds (Welsh mystics), and gweledydds (Welsh seers). He can also be followed in one of various ways, bestowing distinct abilities based on his aspects (see below). Which one applies can remain set, be determined at random as the situation warrants, or can even change over time. 
Allowed Weapons: Spear, sword, axe, bow
Allowed Armor: Chainmail and shield or lighter
Symbols: Horn, White Hounds with Red Ears, Darkened Hood
Can Turn: (by aspect)
    Lord of the Hunt: those who are surprised in a wilderness area
    
Lord of Death: undead
    Lord of the Otherworld: those not from the world they're currently in (if not known, a base 20% chance)
Mysteries of Arawn: 
Up to once per day per level, spellcasters who follow Arawn can do one of the following:
    Lord of the Hunt: gain a +2 bonus to a roll vs. one who is not aware of them.
    
Lord of Death: gain a +2 bonus to a roll vs. one who has lost at least 1/2 their hit points.
    Lord of the Otherworld: can discern what world an individual is about to go to next (before passing away or entering a portal).

For example, a cleric of Arawn might turn as Lord of Death, but access mysteries as Lord of the Hunt in a particular instance, or all the time, or turn and access mysteries as Lord of Death only, etc.

For details on related divinities, see here.
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Next week: clerics of Arawn, Part II!


Wednesday, July 6, 2022

Priestesses of Arianrhod, Part IV

Spells of Arianrhod
Stunning magic shines bright, whether via what's required, a mystery, or on high. Her priestesses also may gain access to additional spells if one of those aspects shines more for them.

1st Level
(All) Command, Cure Light Wounds, Detect Darkness (as Detect Evil, but senses those that aren't at least mostly white or silver, whether hidden or disguised), Detect Magic, Protection from Evil, Resist Cold, Sanctuary, Dancing Lights*

Arianrhod Dutiful: Purify Food and Drink, Floating Disc*
Arianrhod Mystagogue: Remove Fear, Message*
Arianrhod Celestial: Light (appears as starlight or moonlight), Faerie Fire (D)


2nd Level
(All) Augury, Bless, Find Traps, Holy Chant, Spiritual Weapon, Levitate*

Arianrhod Dutiful: Detect Evil, Hold Person (by holding their feet)
Arianrhod Mystagogue: Silence 15' Radius, Amnesia*
Arianrhod Celestial: Resist Fire, Detect Invisible* (illuming them in starlight or moonlight)


3rd Level
(All) Cure Blindness, Cure Disease, Dispel Magic, Remove Curse (reversible), Blink*

Arianrhod DutifulLocate Object, Protection from Normal Missiles*
Arianrhod Mystagogue: Speak with Dead, Clairaudience*
Arianrhod Celestial: Continual Light (appears as starlight or moonlight), Clairvoyance*


4th Level
(All) Create Food and Water, Cure Serious Wounds, Protection from Evil 10' Radius, Dimension Door*

Arianrhod Dutiful: Detect Lie, Hold Vegetation and Fungus (D) (by holding their roots or the like)
Arianrhod Mystagogue: Divination, Polymorph Others* (into forms they don't wish to have)
Arianrhod Celestial: Protection from Electricity (D), Flame Charm* (causes fire to appear as celestial light)


5th Level
(All) Commune, Cure Critical Wounds, Tynged (as Geas*), Telekinesis*

Arianrhod Dutiful: Dispel Evil, Passwall*
Arianrhod Mystagogue: Atonement, True Seeing
Arianrhod Celestial: Flame Strike (appears as a meteorite), Plane Shift


6th Level
(All) Find the Path, Heal, Disintegrate* (appears as a snowy owl alighting on the target it will only affect any who aren't at least mostly white or silver), Teleport*

Arianrhod Dutiful: Move Earth*, Repulsion*
Arianrhod Mystagogue: Globe of Invulnerability*, Legend Lore*
Arianrhod Celestial: Word of Recall, Project Image*


7th Level
(All) Control Weather, Restoration, Symbol, Wind Walk, Antipathy/Sympathy*, Permanency*

Arianrhod Dutiful: Earthquake, Holy Word
Arianrhod Mystagogue: Gate, Mind Blank*
Arianrhod Celestial: Astral Projection, Incendiary Cloud*


See special abilities by cleric type here.

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Next week: clerics of Arawn! 

 

Wednesday, June 29, 2022

Priestesses of Arianrhod, Part III

Many challenges can bring up more than one might expect. 

Divine Tests
1-8. It is time for the priestess to do her duty beneath the firmament above. The priestess loses access to some of her spells (50% chance for each one). Either roll 1d6 or select via which aspect fits best to see what actions she must perform to get them back. 
[1] Hold someone's feet for at least 1d3 hours (hopefully they wish them to be held). (Dutiful)
[2] Prove her virginity or loyalty to her husband by walking over a rod for at least 1d3 others. (Dutiful)
[3] Place a tynged (i.e. geas, taboo) on another, whether magical or mundane. In any case, the one affected will most likely then see the priestess as a foe (a base 85% chance). (Mystagogue)
[4] Help another to overcome a tynged, whether the priestess placed it on them or not. (Mystagogue)
[5] View the night sky for at least 1d6 turns. (Celestial)
[6] See a new silver wheel or celestial object, or at least one she's not seen for the last 5d6 days. (Celestial)

9-16. A great event comes to the priestess. Pick what fits best or roll 1d4.
[1] She gives birth to 1d3 children. They will age at double the normal rate and have some other special talents, reflecting the sun or the sea (per Referee). (Dutiful)
[2] Someone arrives who has been tynged or otherwise treated quite badly, whether by the priestess or another, yet they 
still live. They will remain until at least one of those elements are changed. Afterwards, the priestess will be able to sense that element when within 120' for the next 1d3 days. (Mystagogue)
[3] The stars and/or moon shine brightly whenever she's outside for the next month, illuming any who might wish to hide from her, but also preventing her from doing the same. (Celestial)
[4] A snowy owl or other great, white bird descends upon her. She takes 1d20 damage, but also becomes even more white herself afterwards, gaining +2 Charisma. (Any)

17+ As Arianrhod circles above, the priestess is called away. Gone for 1 day per divine test result over 16, she has a 75% chance of returning with a new skill. If not, then she may not return at all. Select or roll 1d3.
[1] Can cause someone whose feet she holds to save vs. spell/ make a Will save DC 15 or not wish to fight and otherwise feel quite satisfied. Increase  the save by 4 for every time this skill is selected. (Dutiful)
[2] Can detect, remove, or give a curse once (or one extra time) per day. (Mystagogue)
[3] Can reroll one roll once per day when any sort of silver wheel is 
in sight(Celestial)

For random Arianrhod encounters, see here.

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Next week, Priestesses of Arianrhod, Part IV!

 

Wednesday, June 22, 2022

Priestesses of Arianrhod, Part II

Arianrhod's Magical Side-Effects
Whether calling upon her as dutiful, mystagogue, celestial, or all three, roll 1d12 and consult the table below. Requirements (if called for) are based on her aspects beyond that.

1. Gofyniad: Something is needed for the spell to work. Once given, it will.

2-3. Cymwynasgar: If something isn't provided, then the magic will only occur at 50% its usual strength. 

4. Yn Araf: The spell will happen, but if the priestess doesn't perform a requirement, its effects will only transpire 2d3 turns later.

5. Teyrnas Arianrhod: All within 1d6 x 10' gain a +1d3 bonus to certain rolls for the next 2d6 rounds, depending on which one of Arianrhod's aspects is manifest (roll 1d3): [1] duty, [2] mystic initiation, or [3] night time firmament. 

6-8. Awen Arwydd: Except for a possible, minor occurrence representing one or more of Arianrhod's aspects (a 50% chance), the spell works as usual this time. 

9. Mad: The spell needs a requirement and will also have a 50% bonus to its effect, range, or duration. If not given, nothing will occur.

10. Gwell: The magic's effect, range, or duration can be boosted by 50% by adding a requirement. If that doesn't happen, then it simply works normally. In addition, if the priestess does add a requirement, then she can gain a +2d3 bonus for the next 1d6 rounds to certain rolls based on which aspect of Arianrhod most resonates with her: dutiful, mystagogue, or celestial.

11-12. Caer ArianrhodThe spell occurs for an additional 50% bonus (or 100% if a 12 is rolled) to its usual effect, range, or duration, as well as it not being expended that day. What is more, if the priestess is in a place where she is safe, then one of those spell elements may be tripled.


Requirements by Aspect
Roll either based on which part of Arianrhod the caster most resonates with or simply pick one at random.

Arianrhod Dutiful (d4)
The priestess must...
1. Hold or have held someone's feet within the last 1d6 turns, or the spell will otherwise hold the target.
2. Have remained virgin, or at least fully loyal to her husband.
3. Have given birth to a child associated with, or she herself is in view of, the sea.
4. Have given birth to a child associated with, or she herself is in view of, the sun.

Arianrhod Mystagogue (d3)
The spell's target must either not have used, or not been with something within the last 2d6 rounds (if not known, there's a base 50% chance), or will otherwise be so restricted via the spell (tynged)...
1. Their name.
2. A weapon.
3. A wife (or similar).

Arianrhod Celestial (d4)
The priestess must be located near or in view of...
1. The moon.
2. Stars.
3. The night sky.
4. Any silver wheel.

For example, a priestess of Arianrhod casts a spell and her player rolls a 9 (Mad). So in this case, she must perform a requirement to boost one of these spell's aspects by 50%. Wishing to boost its range thus, she rolls on the Arianrhod Mystagogue table since she most corresponds with that. She then rolls a 2 on it, so either the spell's target must not have used a weapon within the last 2d6 rounds, or the spell she is casting is specifically being used to prevent the target's use of a weapon.

For the full article, including magical side-effects by cleric type, see here.
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Next week: Priestesses of Arianrhod, Part III!
 


Wednesday, June 15, 2022

Priestesses of Arianrhod, Part I

Arianrhod
Welsh Goddess of Duty, Initiation, & the Night Sky

Tenets of Arianrhod
* Do your duty whenever possible
* Test those who are worthy
* Emulate the firmament above

Priestesses of Arianrhod
Special: Arianrhod is served by priestesses, cyfrinydds (Welsh mystics), druidesses, gweledydds (Welsh seers), & gwiddons (Welsh witches). What is  more, she can be followed in one of her various aspects (see below). 
Allowed Weapons: Staff, dagger, sword, bow
Allowed Armor: None
Symbols: Star, Owl, Silver Wheel, Moon
Can Turn(by aspect)
   Arianrhod Dutiful: those who fail to abide (if not known, 75% chance if Chaotic, 50% chance if Neutral, 25% chance if Lawful).
   Arianrhod Mystagogue: those who have used their name, a weapon, or been with their wife (or other mate) sometime within the last 2d6 rounds (if not known, a 50% chance)..
   Arianrhod Celestial: those who are within view of the night sky
.

Mysteries of Arianrhod: Up to once per day per level, spellcasters who follow Arianrhod can reroll one of their spell rolls when:
   Arianrhod Dutiful: performing their duty.
   Arianrhod Mystagogue: testing another.
   Arianrhod Celestial: within view of the night sky.

  
For example, a priestess of Arianrhod might turn as Arianrhod Mystagogue, then access mysteries as Arianrhod Celestial in a particular instance, or all the time, or turn and access mysteries as Arianrhod Mystagogue only, etc.

For details on  related divinities, read here.
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Next week: Priestesses of Arianrhod, Part II!


Wednesday, June 8, 2022

Druids of Bran, Part IV

 Spells (Bran)
Great power can be held in one so just, large, and cunning. And his druids can gain access to additional spells to cast based on which of those they most identify with too.

1st Level
(All) Cure Light Wounds, Protection from Evil, Purify Food and Drink, Resist Cold

Bran the Just: Detect Evil, Remove Fear
Bran the Giant: Enlarge*, Jarring Hand*
Bran the CleverDetect Magic, Pass without Trace (D)

2nd Level
(All) Augury, Bless, Hold Person, Speak with Animal, Spiritual Weapon

Bran the Just: Delay Poison, Reveal Charm
Bran the Giant: Knock*, Strength*
Bran the Clever: Fire Trap (D), Stumble (D)

3rd Level
(All) Cure Blindness, Cure Disease, Locate Object, Remove Curse

Bran the Just: Striking
Bran the Giant: Animal Growth
Bran the Clever: Feign Death

4th Level
(All) Create Food and Water, Cure Serious Wounds, Protection from Evil 10' Radius

Bran the Just: Detect Lie, Neutralize Poison
Bran the Giant: Fear*, Move Earth (Lesser)*
Bran the Clever: Tongues (reversible), Speak with Plants (D)

5th Level
(All) Atonement, Commune, Cure Critical Wounds

Bran the Just: Dispel Evil
Bran the Giant: Wall of Stone*
Bran the Clever: Feeblemind*

6th Level
(All) Heal 

Bran the Just: Find the Path
Bran the Giant: Forceful Hand* or Move Earth*
Bran the Clever: Legend Lore*

7th Level
(All) Raise Dead (requires a cauldron and immediately triggers a divine test), 
Restoration

Bran the Just: Holy Word
Bran the Giant: Earthquake
Bran the Clever: Finger of Death (D)


See special abilities by cleric type here.
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Next week: Priestesses of Arianrhod!