Wednesday, August 28, 2024

Clerics of Bendis, Part I

Bendis
Thracian Great Goddess of the Moon, Hunting, Mountains, & Fertility

Tenets of Bendis
* Honor the moon and your people
* Hunt for what takes you
* Mountains show mighty, one must bend to them
* Indulge in fertility, nourish the land

Wednesday, August 21, 2024

Clerics of Zibelthiurdos, Part III

Spells of Zibelthiurdos
Cleric-types of Zibelthiurdos can cast the following spells.

1st Level: Command, Cure Light Wounds, Detect Chaos (as Detect Evil, but senses those who are chaotic instead), Protection from Chaos (as Protection from Evil, but guards against the chaotic instead), Remove Fear (reversible), Sanctuary, Divine Weather (D), Shocking Grasp*, Bestow Blessing & Curse^ (link), Blasting^ (link), Warding^ (link)

2nd Level: Augury, Bless, Create Water (via rain), Hold Person, Holy Chant, Silence 15' Radius, Spiritual Weapon, Knock*, Levitate*, Magic Mouth*, Call Champion^ (link), Conjure Realm^ (link)

Wednesday, August 14, 2024

Clerics of Zibelthiurdos, Part II

Divine Tests
The sky father rides far, claiming all that the eye can see.

1-11. Something need get Zibelthiurdos' attention. Until the cleric does so, he loses access to some of his spells (50% chance for each one), possibly including his turn ability. Roll 1d6 to see what the cleric must do to have each restored.
   [1] Shoot 1d3 arrows into the sky. There's also a 1 in 12 chance of causing a significant weather change, though those affected by the falling arrows (a 33% chance each) might have more impending concerns.
   [2] Gain a wife, or at least spend 2d3 turns working to gain one. If the cleric already has a wife, then more are fine.
   [3] Be on horseback for at least 3d3 turns.
   [4] Spend at least 2d3 turns working to help one's family or to help it expand by siring more.
   [5] Mark a new territory as Zibelthiudos' own, one even as small as 1d6 quarter acres.
   [6] Stay beneath the open sky for the next 4d3 turns.

Wednesday, August 7, 2024

Clerics of Zibelthiurdos, Part I

Zibelthiurdos
Thracian God of the Sky, Thunder, Horsemanship, & Order

Tenets of Zibelthiurdos
* Honor the sky and your family
* Be like thunder, resounding
* Ride well upon your steed, siring many
* Preserve order, defeating the Chaos Dragon

Wednesday, July 31, 2024

Lords of Arms & Armor, Part III

 
Arms & Armor Tests
Both blade and barrier can be turned on its master.

1-6. The attunement's source goes awry. The arm or armor becomes associated with another type of lord instead, making what would be demonic potentially fey, or that which would be angelic that of elemental earth. 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.

7-13. Accursed thing! The item is enchanted wrongly, now having one or more fell features (roll 1d6):
   [1] It causes the opposite of what it was meant to do.
   [2] Its bearer suffers under the Blessing & Curse of a random lord (most likely the latter, link)
   [3] Its bearer only thinks the item works as magically intended. It doesn't, much to his peril.
   [4] It cannot be gotten rid of except as one would remove a curse.
   [5] Its bearer no longer wishes to part with it, having to save vs. spell with a -10 penalty/ make a Will save DC 25 or will consider it 'precious' from now on.
  [6] Reroll twice. 

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.

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.