Wednesday, September 14, 2022

Druids of Gwydion, Part II

Gwydion's Magical Side-Effects
Not only magic itself, but trickery, guidance, and transformation are the ways of Gwydion. Roll 1d12 whenever one of his talented followers works a spell.

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 druid doesn't perform a requirement, its effects will only transpire 2d3 turns later.

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

6-8. Arwydd o Newidd: Except for a minor occurrence representing the magic, trickery, or transformation showing up (a 33% chance), the spell works as usual this time. 

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

11-12. Grymus: The spell occurs for double 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 druid fulfills a requirement, then the spell's aspect can be tripled instead.


Requirements by Aspect
When a magical side-effect has a requirement, roll either based on which aspect of Gwydion the caster most resonates with or simply pick at random.

Gwydion Magician (d4)
The caster must...
1-2. Use a staff or wand.
3. Have used magic (the same as is being used now or another type) within the last 4d6 hours.
4. Call his magic unto him or speak aloud some charm.

Gwydion Trickster (d4)
The caster must...
1. Attempt to deceive another with the spell.
2. Use the spell to attempt to foil one who has defied him.
3. Successfully deceive another with the spell.
4. Roll per Gwydion Magician, above.

Gwydion Guide (d4)
The caster must...
1. Attempt to aid an ally with the spell.
2. Use the spell to attempt to foil one who has defied an ally.
3. Successfully aid an ally with the spell.
4. Roll per Gwydion Magician, above.

For example, a druid of Gwydion casts a spell and his player rolls a 9 (Gwych). So if he wants an element of the spell to be increased by 50%, his player can roll for a requirement. He opts to do so and, because the druid relates more to Gwydion Guide, he rolls on that table and gets a 3. Therefore if the druid's spell ends up assisting an ally of his, then its effect, range, or duration can be improved by half.


Next week: Druids of Gwydion, Part III!

Wednesday, September 7, 2022

Druids of Gwydion, Part I

Gwydion
Welsh God of Magic, Trickery, Guidance, & Transformation

Tenets of Gwydion
* Work great magic
* Assist your allies
* Undermine your foes
* Be transformed in the process

Druids of Gwydion
Special: Gwydion is served by druids, brydydds (Welsh bards), cyfrinydds (Welsh mystics), gweledydds (Welsh seers), and dewins (Welsh wizards). He can also be followed in one of various ways, bestowing distinct abilities based on which of his aspects most applies (see below). 
Allowed Weapons: Staff, sword, dagger, rod
Allowed Armor: None
Symbols: Stag, Sow, Wolf, Trees
Can Turn: (by aspect)
     Gwydion Magician: those summoned by or use magic
     Gwydion Trickster: those who fail an Intelligence check with a +5 bonus (DC 10)
     Gwydion Guide: those who have attacked an ally.

Mysteries of Gwydion: 
Up to once per day per level, spellcasters who follow Gwydion can do one of the following:
     Gwydion Magician: gain a +2 bonus to a magical-related roll.
     Gwydion Trickster: gain a +2 bonus to a deception-related roll.
     Gwydion Guide: gain a +2 bonus to assist an ally.

For example, a druid of Gwydion might turn as Gwydion Trickster, but access mysteries as Gwydion Magician in a particular instance, or all the time, or turn and access mysteries as Gwydion Guide only, etc.

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


Wednesday, August 31, 2022

Druidesses of Rhiannon, Part IV

Spells of Rhiannon
What we ride may drive us further. Those who follow Rhiannon have access to the following spells.

1st Level
(All) 
Cure Light Wounds, Detect Evil (if it is a lowborn evil), Detect Magic, Protection from Evil, Sanctuary, Purify Food & Drink, Remove Fear

Rhiannon Queen: Command
Adar Rhiannon: Charm Person*
Rhiannon Mare: Animal Companion (D) (a single horse)

2nd Level
(All) Bless, Find Traps, Hold Person, Reveal Charm, Speak with Animal

Rhiannon Queen: ESP*
Adar Rhiannon: Charm Person or Bird (as Charm Person or Mammal (D), but works on people and birds and birdlike creatures instead)
Rhiannon Mare: Charm Person or Horse (as Charm Person or Mammal (D), but works on people and just horses and horselike creatures instead)

3rd Level
(All) Cure Blindness, Cure Disease, Protection from Evil 10' Radius, Remove Curse (reversible)

Rhiannon Queen: Suggestion*
Adar Rhiannon: Haste* (reverse)
Rhiannon Mare: Haste*


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

Rhiannon Queen: Detect Lie
Adar Rhiannon: Bag Trick (as Rope Trick*), but uses a bag in which things put in it are stored in an extradimensional space)
Rhiannon Mare: Summon Animal I (D, horses only)


5th Level 
(All) Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Distort Distance*

Rhiannon Queen: Interposing Hand*
Adar Rhiannon: Polymorph Self* (bird and birdlike forms only)
Rhiannon Mare: Polymorph Self * (horse and horselike forms only)


6th Level
(All) Find the Path, Heal, Plane Shift, Speak with Creatures. Commune with Nature (D), Arcane Window*

Rhiannon Queen: Feeblemind*
Adar Rhiannon: Summon Monster* (Adar Llwch Gwin- see below)
Rhiannon Mare: Summon Monster* (a pegasus or unicorn)


7th Level
(All) Gate, Holy Word, Restoration

Rhiannon Queen: Fire Chariot (D)
Adar Rhiannon: Wind Walk
Rhiannon Mare: Regenerate



For info on the Adar Llwch Gwin (Welsh griffons), see here.

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Next week: our series on Welsh divinities concludes with druids of Gwydion! 

Wednesday, August 24, 2022

Druidesses of Rhiannon, Part III

Divine Tests
1-8. Such challenges arise, surely only to be overcome. The druidess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 or select which is the most fitting to see what she must do to get each one back. 
[1] Be blamed for something she didn't do. Charisma checks may be in order to set things right. (Rhiannon Queen) 
[2] Give wise advice. (Rhiannon Queen)
[3] 
Court a man, yet remain unreachable for at least 2d3 turns. (Adar Rhiannon) 
[4] Be unclad for the next 2d3 hours, which may create a situation similar to #3 above. (Adar Rhiannon)
[5] Tend to the next horse she sees for 1 hour (Rhiannon Mare) 
[6] Be mounted for 1d3 hours. (Rhiannon Mare)

9-16. What befell Rhiannon now befalls her druidess too. Roll 1d3 or select one.
[1] Her child (or next most prized possession) ends up 1d20 miles away, safely in the care of others, but at a location unbeknownst to her. (Rhiannon Queen)
[2] She is given to a random nobleman, and must remain his until she convinces another to place him in a bag and be beaten soundly. (Adar Rhiannon)
[3] From now on, she must carry around like a horse any person who so requests it. She can save vs. spell/ make a Will save DC 15 to resist each instance, otherwise she must do so for at least 3d4 rounds, and will likely have to make a Strength check (DC 15 or more, per Referee) every round to be able to do so, unless the person is much lighter than her. Any additional difficulties from the rider will automatically end the requirement in each case. (Rhiannon Mare)

17+ Trials can change even the ones who overcome them. Rhiannon will so transform the druidess for 1 day for every divine test result over 16, preventing her from being able to use any of her abilities. Choose which one it is or roll 1d3.
[1]  She becomes lowly, losing all her rank and level, along with her Intelligence, Wisdom, and Charisma scores being reduced by 2d3 too. (Rhiannon Queen)
[2] She is turned into a bird. (Adar Rhiannon)
[3] She is turned into a horse (Rhiannon Mare)


For additional info on fey ellyllon
, Welsh spirit-elves, see here.


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 Next week, Druidesses of Rhiannon, Part IV!

Wednesday, August 17, 2022

Druidesses of Rhiannon, Part II

Magical Side-Effects of Rhiannon
All just endeavors can be done, so sayeth the queen, the birds, and the mare. Roll 1d12 and consult the table below, referring to any requirements based on which of those three aspects best match.

1-2. Gofyniad: The spell will only happen once some requirement is met.

3. Cymwynasgar: Without a requirement being done, the magic will only occur at 50% its usual strength. 

4. Yn Araf: The spell's effects will transpire 2d3 turns later unless the druidess performs a requirement.

5. Teyrnas Rhiannon: All within 1d6 x 10' gain a +1d3 bonus to certain rolls for the next 2d6 rounds, depending on which one of Rhiannon's aspects is manifest (roll 1d3): [1] majesty, [2] birds/ attraction, or
[3] horses/ protection.
 

6-8. Arwydd Her: Except for a possible, minor occurrence symbolizing one or more of Rhiannon'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, then 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 just works normally.

11-12. Prawf: The 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 druidess has undergone a divine test or other significant challenge sometime within the last 4d6 hours, then one of those spell elements may be tripled.


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

Rhiannon Queen (d4)
The druidess must be...
1. Dressed well, such as in a golden brocade or other finery.
2. In a position of authority, or at least a higher vantage point than all others present.
3. Mounted upon, or at least next to, a noble steed.
4. Advising someone, a noble or her consort at least.

Adar Rhiannon (d4)
The spell or spellcasting must involve...
1. Birds.
2. Courtship, especially being hard to get.
3. Something at least somewhat related to waking the dead or lulling the living to sleep.
4. Sweet singing.

Rhiannon Mare (d3)
The spell or spellcasting must involve...
1. Horses.
2. Her offspring.
3. Protection.
4. Labor.

For example, a druidess of Rhiannon casts a spell and her player rolls a 3 (Cymwynasgar). Therefore she must perform a requirement or else all the spell's aspects will be reduced by 50%. To prevent this, she rolls on the Rhiannon Mare table since it is the most fitting for her. She then rolls a 3 on it, so the spell or the spellcasting must involve some sort of protection in order to avoid the penalty.

For the full article, including Welsh semi-mortal elves, the Ellyllon, see here.
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Next week: Druidesses of Rhiannon, Part III! 

Wednesday, August 10, 2022

Druidesses of Rhiannon, Part I

Rhiannon
Welsh Goddess of Wise Rulership, Courtship, & Horses

Tenets of Rhiannon
* Be a wise queen
* Allure a great consort for even greater offspring
* Emulate the noble horse
* Overcome all challenges

Druidesses of Rhiannon
Special: Rhiannon is served by druidesses, priestesses, gweledydds (Welsh seers), and swynwraigs (Welsh sorceresses). She can also be followed in various ways, bestowing distinct abilities based on  her aspects (see below). 
Allowed Weapons: Staff, sword, mace, javelin, lance
Allowed Armor: None
Symbols: Crown, Birds, Horse

Can Turn
: (by aspect)
    Rhiannon Queen: those at a lower position than her (physical or otherwise- pick one to always use) 
    Adar Rhiannon: those who have an Intelligence score of 3d3 or less (reroll each time this ability is used)
    Rhiannon Mare: those who have endangered horses sometime within the last 3d4 hours 
or could endanger her offspring (if not known, a base 50% chance)

Mysteries
 of Rhiannon: Up to once per day per level, followers of Rhiannon can gain a +2 bonus to a roll when doing one of the following:
    Rhiannon Queen: behaving regally, or advising her consort.
    Adar Rhiannon: behaving alluringly, or when birds can be seen or heard.
    Rhiannon Mare: behaving protectively, or when adjacent to a horse.

For example, a druidess of Rhiannon might turn as Adar Rhiannon, but access mysteries as Rhiannon Queen in a particular instance, or all the time, or turn and access mysteries as Rhiannon Mare only, etc.


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


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 Hunt: Detect 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 Hunt: Speak 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 Hunt: Locate Object
Lord of Death: Speak 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 Hunt: Hallucinatory Terrain*
Lord of Death: Speak 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 Arawn: All 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. Gwych: The magic's effect, range, or duration can be boosted by 50% if a requirement is given. If not, then it works normally.

11-12. Nerthol: The 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!