Showing posts with label Culture. Show all posts
Showing posts with label Culture. Show all posts

Thursday, December 4, 2025

Default/Law/Ancestor Cleric Spell List For the Sunset Realms

Religion in the Sunset Realm is polytheistic, and based initially on natural animism and ancestor veneration in the form of ensuring their bodies remain at rest (and not undead) and their spirits remain pleased. It is from this that the Law developed, to keep societies stable and the hordes of potentially vengeful ancestor spirits content and not waging war upon each other or worse, upon the living. Godsand Laws rose and fell and fought and died, and so this is a snapshot of 5th age/early 6th age clerics.

The Cleric-
Clerics invoke miracles they prepared in advance, and must be twice the level of an miracle to invoke it without incurring Favor Debt. They beseech the aid of specific spirits, saints, cherubs, or the gods themselves to witness and attend them in their deeds that day, then must go through ritual purification, prayer, and the approval of their gods to refresh. Typically, this will occur only after a sleep cycle in dangerous situations, and anywhere from a week to a season in downtime and domestic life. Too much divine aid is discouraged, most gods would prefer their cleric retreat to safety and take a loss, or learn some creative problem solving skills, rather than  grant them infinite miracles to embolden false confidence.
Miracles of levels 1-2 are typically enacted by ghosts, cherubs, and imps, who rarely nitpick the details.
Miracles of levels 3-4 are the domain of saints, angels, and demons, who may have things to say to the cleric
Miracles of levels 5-6 are granted by entire councils and bloodlines of ancestors, or the diety directly
Clerics may have their chants and prayers for aid interrupted by taking damage in combat, but do not suffer miscasts as a magic-user might, for their patron is cognizant of human will and will not 'misfire' based on a slurred word or cut off-sentence.
Clerics (and indeed anyone) may dare to invoke miracles beyond their usual reach by means of Favor. (See Favor and the Gods, in the next post).

Turn Anathema- Musical performance holds off weaker undead and anathema for a short time. This is derived from the Song of the Vulch, winged ascetic corpse-eaters of Saresare, long since repurposed for every faith and instrument, and tweaked to appeal, intimidate, and otherwise influence undead based on the corpse. "Anathema" include demons, and nightmares, with moonspawn, darkspawn, and elementals being common additions based on god choice, but things that aren't undead have +4 effective HD, as their fear of human ancestor spirits is far less than the average undead.
Turn may be used repeatedly until a check is failed, at which point the cleric must reconsider their approach for at least a dungeon Turn before trying again.
If the Cleric passes a Save Vs Undead (modified by Wisdom), success causes the targeted type of undead present to suffer a chosen effect equal or lesser to the difference in levels, with 1d4 rounds of faltering morale being the only effect on higher or equal level foes, which is still a goodly amount of time to apply buffs, heal, flee, etc. All effects end immediately if those Turned are attacked. The cleric counts as though +1-3 levels higher if they know the name, motivation, and/or religious orientation of the undead and can invoke this against them, and if they have special Exorcist Bells (or other instruments) they may be able to enforce extra effects even on the living. (These measures may also aid against other forms of Anathema).

  1. Hesitation- those turned become unwilling to attack for 1d4 Turns, but may follow at a distance or become dormant depending on motive. Dormant undead may remain so until disturbed or for a sleep cycle. Ranna Sleep

  1. Alarm- those turned startle and flee for 1d4 Turns. Mosrael Wake/Fear

  2. Leash- those turned either are held still, or walk where you direct them, including into danger, off cliffs, back to their graves, etc. Kibeth Walk hold person

  3. Eulogy- those turned may also be silenced, or forced to answer questions. Dyrim Speak/silence

  4. Memorial- those turned may be made to forget their lingering attachments, or to remember their past clearly, and hopefully have a change in behavior. Belgaer, think/remember/forget

  5. Bound- those turned may be forced to serve, or given a redemptive geas to pursue, or dealt with semi-permanently via binding orders to stay sealed away and do no more harm (though as usual, these bindings are disturbed if attacked). Saraneth, binding control

  6. Death- those turned have their souls driven from their body and are destroyed, banished from the waking and sunlit world. Astarael, death

Chants- Songs of protection, aid, and shielding that are verbally invoked and usually last as long as singing.

  1. Protection from Anathema (Ointment/Fulu/Candle/Mirror/Salt/Incense/Prayer)
  2. Bless Allies- those who hear the chant gain +1 to hit and Morale. May be reversed to dismay foes as Bane.
  3. Bless Item- weapon becomes magical and strikes at +1 to hit/4 levels, and +1d6 damage vs Anathema. Items become warded as per Protection.
  4. Circle of Protection- As protection above, but with a +10' radius aura of effect.
  5. Commune- Allows questions to be asked of a god or wise ancestor
  6. Holy Word- Unbearable to Anathema, destroying weak ones and disabling stronger ones

Heal- Medic ghosts and herbal remedies. Touch range, and doesn't work for those bearing Wrath of your god.

  1. Cure Wounds- 1d8 per spell level used to prepare this spell.
  2. Lesser Restoration- Cures one of Paralysis, Nonlethal Poisons, Ailments that would heal in a week or less.
  3. Remove Curse- Allows discarding of cursed items
  4. Atonement- Allows removal of divine Wrath and Debt via an appropriate quest
  5. Heal/Harm- Restores all HP and Lesser Restoration ailments.
  6. Restoration- Cures Level Loss, Stat Drain, MaxHP loss, and ailments that would heal in a month or less.

Rebuke- calamities to punish enemies, range 30' or touch. Doesn't work against those bearing Favor of your god.

  1. Cause Wounds- 1d8 per spell level. If no god has a Smite effect, cleric must turn to Isfrix
  2. Silence- Interdiction of Neuph- Silences foes in 15' radius, 'sticking' to someone if save is failed. Silent, fast.
  3. Curse- https://wizzzargh.blogspot.com/2025/06/curses.html. If slain, you can curse your killer.
  4. Exorcise- Drives summoned anathema beings back from whence they came. They may stay & fight at -7
  5. Chaerona's Curse- No magic use, human MU saves at -4, clerics at +1, others -2.
  6. Damn-Touched target cast into hellish dimension, yawning maw allows others to follow briefly, then closes

Summon- invocations of ancestors or divine servitors to come to the waking world to aid you.

  1. Detect Anathema- calls a minor spirit to help judge something as anathema or not in reasoned debate
  2. Spirit Warrior- A minor summon that attacks at +1 to hit/4levels, dealing 1d8. May grapple (hold person)
  3. Consecrate- consecrates area as a shrine, summoning a minor servitor to watch over it. Anathema -1level
  4. Dispel- a magical effect within the domain of your gods or influence of ancestors is ended by calling a spirit
    Lower level effects end, higher level ones must be Saved against at -1 per level difference.
  5. Geas- Set a task, agreed upon by you and ancestor of target (no save) or servitor/demon (save negates). Until lifted, target automatically fails all saves unless actively engaged in pursuing the completion of the task. Wish effects may end a Geas early.
  6. Gate- Opens the dream-netherworld of ancestors or gods to call them forth by name, or enter


Spells in More Detail
Level 1

  •   Protection From Anathema- Wards a person or area against that which is deplorable in the eyes of the collective Law and the ancestors. In general, this extends to all ’Summoned’ beings, demons,  servitors, undead, nightmares, awakened elementals, darkspawn, and moonspawn. Specific gods may add or remove ‘anathema’ to this list.
    A cleric is generally assumed to prepare the material components of a method when preparing a spell, so the material requirements and otherwise should be considered.

    The details vary slightly by chosen method, but as a general rule, excluded beings

    -Cannot physically touch or enter a protected person, item, or warded space. Weapons may still strike.
    -Protected people enjoy +2 AC and Saving Throws against attacks and effects from beings in the general category above, as well as against the enemies of a chosen invoked god (if any).
    -Suppresses charm/domination/possession effects such as demonic possession, enchantments and bewitchments, vampiric charms, siren song, psionic shenanigans; so long as the protection remains.
    There are several means of effecting this, which require different approaches and material.
    .

    • -Water/Oil/Blood Anointment- One of the faster and more versatile methods, a vial of sanctified liquid (made via boiling, 25c silver/gold dust infusion, solar condensing, sacrificial murder) may be splashed on something to bless it, driving out possessing forces and providing the usual benefits above.
      The fickle nature of water means this method is never permanent due to evaporation and runoff, and lasts 1 combat or 1 Turn. It burns like acid to the Anathema, dealing 1d6 in a 5' radius if thrown/spritzed. Infused oil lasts a few hours (1d6) or until damage is taken, and blood, though as resilient as oil, requires the sacrifice of animals or humans, which can be done in combat.
      If applied to a weapon it will deal +1d6 to the unholy for the next hit and can hit as though it was magic.
      As a level 2 ritual, If a holy chalice, basin, egg shell, skull, etc is filled and placed, this may consecrate/desecrate altars and serve as temporary Consecration spells, lasting until the liquid evaporates or is otherwise lost.


  • -Fulu- A scrip of paper with prayers and wards written in ink upon it. It lasts so long as it remains intact and attached to a person, doorway, item, chest, etc, but the spell slot must remain committed by the caster throughout. The anathema are barred from taking any action that would move the fulu or what it is affixed to (If used offensively, this can paralyze on a hit and a failed save) The words must remain fully visible and movement of the paper free to flutter in the air, and so this method is vulnerable to dispelling by bad weather and dudes with knives.

  • -Candle and/or Mirror- An ancient solar ritual of Riikhus, adopted by every subsequent sun (and moon, hence the mirror). The light and/or the reflection blind anathema who look at it if they fail their save, lingering for 1d4 turns after they flee, and they cannot enter the light radius (or beam) or bear to see their reflections even on a passed save.
    An average candle burns for 1d6 hours, typically, and mirrors require good lighting and quality of reflective substance. If a longer duration is finagled, the spell slot must be committed throughout.

  • -Silver and Salt-A circle or line of salt may be drawn, and infused with the solar power of the Elemental Covenant of Earth, a geomantic principle. Salt is expensive (costing about 100c per foot/300c per meter to be warded, which adds up quick when calculating perimeter) but this method is permanent until the line of salt is broken(useful to trap foul entities within circles), and salt can be recovered and re-used provided it has not been defiled with anything but incidental dirt. Attempting to draw such lines faster than 1 dungeon turn is slightly risky and has a 10% chance of failure.
    Silver is the same, but typically is used for long-term circles of protection and similar, as it is more expensive than salt (120c per foot) but silver coinage can be used in a pinch.
    In a desperate move, Salt/Silver coins may be cast into the face of chaotic anathema to damage them (1d6' splash damage and counts as a Turn attempt).

  • -Incense/Pipe-This method is the second oldest and is of shamanic/druidic origin. Creates clouds that the unholy anathema cannot sense within, obscuring those within from all detection. Typically each hour of incense costs 100c from a temple or herbalist, or requires finding appropriate herbs in the wilderness. The clouds billow like a hurricane wall to bar the entry of the profane, and the wicked may be blown away with a breath or fanning of the smoke.
    Ethereal or gaseous anathema cannot pass their save against the latter effect and are always barred from entering, and are the prime targets of this method.

  • -Prayer/Song- The oldest and cheapest methods, this requires a constant chanting to keep up the protection.When done by a Choir, all who join the chant are protected so long as the song continues, though this precludes any other spellcasting or serious exertion such as fighting or running.

      

  • Cure Wounds- Heals 1d8 if a level 1 spell slot is used to prepare it, 2d8 if a level 2, and so on up until 5th level at which point you might as well memorize Heal instead. This is typically an application of a small herbal pick-me-up infused with spiritual power, and such herbs are assumed to be collected by the cleric in travel or obtained from civilization in exchange for favors, and is of no monetary concern.
    In more serious cases of injury (or material deprivation) ghostly medics, human or otherwise, can be called to stitch wounds and provide medical advice.
    This normally neither heals nor harms the undead, but M'Shesh clerics may use it to repair unliving flesh.
  • Cause Wounds/Smite- Inflicts damage instead of healing, as above. Due to spirits generally avoiding causing conflict to each others descendents to maintain peace in the netherworld, this effect must be brought about by specific gods. However, any cleric with hate in their heart can invoke Isfrix, demon god of Hatred, to bring forth this violence indiscriminately, though this may mark them as a vicious priest not to be trusted.
    • Riikhus, tyrant sun of the 4th age, allowed LoS smiting with this spell in the form of fiery sunbeams
    • Bai-Szue, dragon-god of the Fault, delivers a taser-like shock that travels through water and metal
    • Hefon, goddess of blood feuds, allows for retribution, damage equal to what the target dealt to the cleric or a friend (max 8/level of spell slot) instead of rolling dice, an exact replica of a wound
    • T'liki,  gambling god of chaos, inflicts random damage types (and carries random effects)
    • Kel'A'Vak, god of murder, may enhance or poison normal strikes to deal the damage of this spell while seeming a mundane blow, which may be done via ranged attack
    • Yg, mother of serpents, may also allow for a fanged poison strike, delivered via nearby serpent or self
  • Detect Anathema/Ill Will- Summons an ancestral spirit or divine servitor to help decide whether or not something or someone is considered anathema or not. Such discussions with ghosts are not considered legally actionable, but can help provide guidance in moral quandaries and help in detecting lurking curses and the like.
    The Isfrix derived method, done by spinning a stick, asking 'who here hates me the most' and seeing where it points is sometimes used as a security measure, but due to it not discriminating between 'mild dislike,' 'murderous intent' and 'the background hate-radiation of Isfrix' it is prone to cause more misunderstandings than it does stop assassinations.

Level 2

  • Bless/Bane- A lengthy ramble on the wickedness of one’s foes and the righteousness of one’s own cause may sway attending ancestor spirits, and applies Bless to ones allies or Bane to one’s enemies (+1/-1 to hit and morale), so long as the cleric chants continuously and does not move/take other actions (save for Turning Undead). The effect extends in 30’ radius around the cleric, and can be interrupted in the usual manner as other spells. An allied cleric that you could form a Choir with may join in to add the opposing effect without needing to expend a spell slot of their own.
  • Silence- properly known as the Interdiction of Neuph, this shushing hand-sign silences a 15' radius area and can be cast silently, subtly, and speedily, typically winning initiative against muttering wizards and interrupting their spells, as well as the invocations of rival clerics. If a target fails a save, the silence 'sticks' to them, muting and deafening them and their surrounding for the duration of 1 combat or social scene, as appropriate. It cannot be cast to stick to mobile objects, unless they are noisy objects like a trumpet, gas engine, or the like.
  • Lesser Restoration- more advanced herbal medicine and more specialized ghosts are required for subtler ailments. When used, this may cure one of Paralysis, unconsciousness, Nonlethal Poisons, blindness from Light/Darkness, and many ailments that the body could heal on its own with a few days rest.
    Things to note that it will NOT cure is permanent sensory damage or limb loss, petrification, disease, lethal poisons, mutations, as these are the domain of Murulu and some other gods.
  • Spirit Warrior Though every god tends to have a slightly different manifestation of this spell, a sort of ‘bludgeoning poltergeist’ is the common manifestation. The force attacks immediately upon being cast, and deals 1d6 damage with a bonus to hit and to damage equal to +1 per 3 caster levels, up to a range of 10’ per cleric level, striking as a magical weapon. It strikes relative to the cleric, so flanking requires the cleric to also be flanking. It will fight for 1 combat, and the cleric may continue to fight or cast as the Hammer fights to defend them.The spirit warrior may be called to grapple foes as well (they save vs magic each round to escape and are pinned after 3 failures, paralyzed for 1d4 turns) but as it is merely human sized, its capabilities are limited. If defeated in grapple it will leave early but it is mostly immune to counter-attacks.
    Notable variations may include
    • Prince of Worms, Bai-Szue, Saint Ronya, Yg, Zaba, Arrkohn, Ebetheron, Houthrel, Jackal/Horse Gods-the ghost of a worm, kobold, rabbit, snake, frog, shadow dragon, golden dragon claw, houthrel, dog, or horse instead of a human
    • Tachibana Mana- a small stone fox that leaps from the earth as tripping hazard that may sink the 'grappled' into the earth to pin them.
    • Grave Saint of Ina-  a floating sword or other physical weapon, wielded by a ghost-monk, which will hold 'grappled' foes at sword-point
    • Cyqy'Eoy Wa-Ss-  ghost birds or (in Revel) samurai bee swarms are unable to grapple
    • T'liki- summons a dice, deck of cards, or similar to deliver chaotic dooms and will not grapple.
    • Golden Sun Pantheon, Moloch, & Cthonic God of Blood & Gold- All subcontract the same gold-manacle bearing imps to shackle their foes rather than cause damage. The save is made at -2 for single targets, or 1d4 human targets may be shackled with no save penalty. Only one save is allowed before pinning is complete.
    • Kel'A'Vak- Murder Imps may be called forth to murder ones foes, though if they get the kill, they steal any favor that would have been gained for themselves, so most self-respecting killers would only use this to run interference.
     

Level 3

  • Bless Item- Provides a temporary blessing to an item, making it suitable to slay beings that are normally untouchable by mortal weapons. Weapons gain +1 enhancement to hit per 4 full levels of the cleric, and deals +1d6 against those deemed Anathema by the faith. Other items (including weapons) count as though warded by a Protection spell, preventing the unholy from possessing them. This lasts so long as the spell slot is committed, and generally will not stack with existing magical items. Some gods have preferred weapon types, and you must have an ancestor proficient in weapon use to bless it (ie, a caveman ancestor spirit  cannot bless a laser rifle, but spears would be fine).
  • Curse/Remove Curse- See here for Curses. If slain, you can Curse your killer with this spell before dying.
    Calling upon the Law and many ancestral spirits to assert justice and prevent wrongdoing, this spell will break lesser curses entirely. All ‘debuff’ effects upon the target which have a duration and a generally external effect such as Slow or Bane or what have you will have their durations expire, and cursed items can usually at least be discarded.
    For more serious curses (such as those applied with Bestow Curse or on cursed items) Remove Curse typically requires transferring the curse to another being, but be aware it may return to the original accursed or the cleric if that being dies and decides to curse them with its dying breath, or cause the body to animate as accursed undead. Curses might also be transferable to a permanent magical item or great treasure of equal or greater worth (that isn't already cursed)
    Treasure transfer has a 1-in-6 chance of being effective, with +1 per magical enhancement bonus, and/or XP/Coin value of 1000/5000/10000/15000/25000. Failure typically indicates the curse duplicates and spreads into the offered victim/treasure without purifying the source.
    You can also exorcise a curse with brute force, manifesting it then defeating it, but this is typically reserved for only high priests and prophets, or at least dedicated curse-breaking squads, as such entities tend to be extremely dangerous. If there is another way to break a curse, this spell will reveal it, as the cleric consults with their own knowledge and that of friendly spirits. Curse spirits may also potentially be fooled into changing targets via schemes and plots, or manifested as demons and battled directly. Some major curses are too powerful to remove with this spell at all, but if there is a means of breaking them, it will be revealed.
  • Consecrate/Desecrate-  The cleric may ‘claim’ a 10x10 square area per level as holy ground for their god, often called a ‘Shrine' at the smallest size. Clerics of no god ordain an area as Lawful ground, suitable for community gathering places and crypts. This requires offering of 2000c value of appropriate treasure, an idol, symbol, and/or altar, and/or Favor, especially if the locale is not especially pleasing to a god or ancestor. Such shrines are suitable places to offer tithes, sacrifices, and allow initiation of new members. Consecration takes about an hour per 10 foot square to be claimed and may take many days, with time alloted to rest, to complete, with interruption squandering the offering and requiring starting from the beginning. Consecrate must be used upon construction of a temple and multiple priests may contribute to reduce consecration time.
    Within consecrated ground, allied creatures(in the eyes of the god or ancestors, not necessarily the caster) benefit from a Bless spell, and allied summoned creatures arrive with +1 HP per HD. Clerics of the appropriate god (if any) count as one level higher for divine activities such as turning undead, spell duration, divination chances, etc, but not for preparing spells.
    Creatures with under 4HD deemed as Anathema will not enter or stay willingly, and all Anathema will suffer -1 Level while trespassing on sacred ground (even if normally immune to energy drain).
    If cast as a level 6 spell, this most holy of Consecrated ground will not allow unallied beings to be summoned or teleported into it, sneak in incorporeally, or other such methods, and anathematical creatures suffer -4 levels within the grounds, possibly destroying them outright. This is typically reserved for High Temples and Inner Sanctums, as finding high priests or forming choirs of this level is rare.

    Failing to defend or avenge a destroyed shrine will usually disappoint associated gods, losing Favor.
    Stealing offerings will almost always incur Wrath of the associated god.
    Desecration is a ritual defilement of a shrine involving that which is anathema to specific gods, allowing corruption of existing altars to ones own faith, simply ending the effect, or a universal desecration by invoking Isfrix, after which all beings are considered Anathema, the land is considered Cursed, and it cannot be Consecrated until the vileness is expunged.

Level 4

  • Circle of Protection- As Protection, but with a 10' radius extending around the typical wards. Though a simple upgrade, this will entirely foil certain categories of threats so long as the protection holds.
  • Atonement- This spell allows for the negation of divine Wrath and Favor Debt, provided the cleric is of appropriate ideology to intercede (A Cleric of Murulu cannot stave off Wrath from Our Lady, for example). This is usually best for accidental missteps, lapses of judgement, and so on, which can be weaseled out of via vouching for character, promises of future good behavior, and so may allow for Wrath to soften into Favor Debt, and Favor Debt to be rerolled if a result is too onerous to ever realistically obtain, or even transferred to another character willing to take on the debt.
    Intentional deeds done to spite the Gods will usually require a Geas to be fulfilled for forgiveness, such as hunting an enemy or retrieving stolen offerings. The Atonement spell may be cast at the beginning of such a quest, and will then take place even without the Cleric’s presence upon its conclusion. Failure to follow up on an ordained Geas will result in Wrath striking without abating.
  • Dispel- though many spellwisps are entirely alien and thus deaf to any pleas made in common speech, most everyone has at least a few wizards in their ancestry whose ghosts may be called in to try to break arcane magics via their knowledge of the eldritch beings of the dreamrealm.
    A save vs spells is made with a -1 penalty per spell level- on a success, the working may be undone in a similar method to Remove Curse, or at least a method to undo it can be learned. If the cleric has a God who may have authority over the spell in some way, it may be removed on the spot without any further trouble, and spells with durations are typically easy to end early without additional work.
  • Exorcise- This is a petition for spiritual authority to dismiss beings that should not be in the waking world, ghosts, nightmares, awakened elementals, and demons being unanimously acceptable targets. A sacred mask depicting a god, spirit, or ancestor must be fashioned and donned for the spell, as the caster is acting as their representative in these matters. Such summoned beings may have their ongoing sorceries broken and their presence extirpated immediately upon being struck by the cleric, no save (classically, a folded fan is used, though this is merely symbolic). If they stay and fight due to avoiding hits or not being summoned, they will have -1 to -7 to hit the cleric (depending on the quality of their mask), as will all creatures deemed Anathema until the exorcism ends in success or failure.
    Mask quality determination-
    Use of monster materials to demonstrate fierceness grants 1-7 quality based on half HD of monster or monster level (roughly).
    Paying mask crafters, or using valuable materials to demonstrate wealth and connection grants 1-7 quality with prices being 25c, 50c, 100c, 250c, 500c, 1000c, 2500c
    Each time the cleric takes damage while using a mask, its quality degrades by 1 as its mystique is marred
    • Solar Gods Riikhus, Heleos/Lumar, and Aurum include Darkspawn and Moonspawn as Anathema- or more specifically, have the power behind them to actually grant the effect
    • Nature Gods Harvest Fox and Our Lady of Gardens include horrible plant monsters as Anathema
    • Our Lady of Gardens includes mutants and chimeras as Anathema
    • Houthrel and Saint Bridget include Sea Monsters as Anathema
    • The Geatish Pantheon includes Giants as Anathema
    • M'Shesh considers Murderers Anathema
    • Saint Ronya anathematizes Dragons, Thieves, Wizards, Clockwork Automata, Wolves, and Nobles.
    • Murulu includes unmutated, unmodified humans as Anathema 

Level 5

  • Commune- Seeking audience with spirits or the servitors of ones god (or sometimes the god themselves!), the cleric may meditate for 1 turn and access the Dream Realm to commune with them, after early preparation and purification. The contacted entities answer 1 question per caster level with ‘Yes’ ‘no’ or ‘I don’t know’ or sometimes a single short answer of 5 words or less if there is danger of misinterpretations.
    Clerics across the world constantly seek guidance, and as such this spell may only be cast once per week, lest you be put on hold. However, sacrifices pleasing to the gods and the dead and a good connection via altartop meditation may bump you up in the queue by a day or so.
  • Heal/Harm- Heals all HP and every ailment that Lesser Restoration could cure. This typically either calls upon a veritable swarm of dead doctors to patch someone up, or the great spirits themselves to restore the lucky recipient via sharing divine vitality (or demonic vitality, depending).
    Calling upon one god for this, Isfrix, instead brings forth a variety of hateful torments to the unlucky recipient, leaving them with only 1d4 HP on a failed save, or half HP on a passed save as the interdiction of other ancestor spirits and gods will usually prevent the Demon God from having his way unchallenged.
    Clerics who have ever cast Harm can never cast Heal again, so spiteful and shun-worthy is this deed.
  • Chaerona's Curse - Calls upon the Outer Goddess Chaerona Moonstone Mystra of the Gods of the Road to sever ones target from the Weave… or in local terms, to install a hostile spellwisp environment in the dreamscape of the target that prevents them from communicating with spells, not even Speak With Magic or external wands, scrolls, etc working. Those who have committed abuses against magic or violations of the Three Pillars (See Lancer) are worthy targets. The save to resist is made at -4 for human wizards, -2 for other, and +1 for Priests. This qualifies as a major curse and cannot be Healed or Removed normally, and would typically require entering the dream realm to clear the area, or getting forgiveness via Atonement from a God of the Road or, in the case of an accursed cleric, getting their own god to risk offending the Gods of the Road for their sake.
  • Geas- Summons an ancestor of the target or a divine servitor to haunt a target 24/7 to coerce them to do an agreed-upon task. If the ancestor of the target agrees that the task is fair and the enforcement lawful and just, there is no save allowed, as the ancestor is entitled to haunt their descendents anyway. If the Geas is enforced via a summoned servitor (no doubt to be referred to as a demon by the target) a saving throw will negate the haunting. The Geas'd target must seek to perform the task, or will fail all saving throws made while slacking off/pursuing other goals. The spirit or demon may manifest to defend the spell or berate the target if deemed necessary.
    This spell is often used as enforcement for Atonement for those not trusted by the cleric.

Level 6

  • Holy Word- By speaking a fragment of the Divine Word of Law (or the Divine Words of a deity) the anathema may be banished from whence they came- elementals become inert, summoned creatures vanish, undead flee to their graves, and so on. All effects such as possession, charm, and so on will be dispelled, and the following effects are applied cumulatively to all within 30', where the Word can be clearly heard.
    Only a single god may be chosen with regards to Anathema selection. There is no save, and note the Word does not discriminate friend from foe.
    3 or less HD- Instantly obliterated, slain by ghosts, cleansed by flame, etc etc
    7 or less HD- Stunned insensate and paralyzed for 1d4 turns
    11 or less HD- Slowed and Blinded for 2d4 rounds
    12+ HD- Deafened and Silenced for 1d4 rounds
  • Restoration- Though normally the domain of the Sun, the sun shines upon all sunlit creatures and can typically be expected to aid any cleric of sufficient power who prays for aid. This spell purifies the recipient of a variety of unpleasant effects such as Stat Drain, Level Loss, MaxHP loss, and most issues that could be healed from naturally with a month of bedrest. Certain maladies, mutations, and notably petrification remain within the realms of other gods, however.
  • Damn- This spell bypasses typical defenses by calling upon the spirits not to attack directly, but to instead sunder the border between waking and dreaming, opening a rift to Nightmare, sometimes called Hell, through which the damned target falls (no save). The portal is open long enough for allies (and enemies) to leap through after the damned one, but then closes.
    If by some miracle they escape, you may never again Damn them without Damning yourself as well, such is the spiritual weight of this act, unless you allow a saving throw against the effect.
  • Gate-The cleric may request ascension to the divine realm of their god/necropolis of their ancestors, bringing a small number of trusted companions if an orderly circle of willing participants is formed, OR the cleric may call the names of one or more spirit beings to call them to the waking world. Gods have specific divine servitors suitable for this, and your ancestors certainly have some warlike fellows who can come in a pinch. Calling a God is generally not recommended, but is certainly possible.
    The being may stay only for one turn per level or until dispelled, due to agreements between the spirits
    All strike for 3d8 damage with ghostly weapons or fists, and require 8HD or +2 weapons to be harmed by mortals
    65% chance of a AC 18, 12HD fighter, a hunter of prehistoric beasts who probably doesn't speak common
    20% chance of a AC 18, 16HD fighter, a Grave Saint who became a sentry for the Necropolis in death
    9% chance of
    1d4+1 AC 15 8HD swarms of ancestor ghosts, each swarm grapples for 5d6 damage en masse. These lesser-quality but higher-quantity shades may be struck by 4HD monsters or +1 weapons
    4% chance of Level 10 Magic User, with spellwisps in tow- a shaman or witch of the 3rd age.
    2% chance of a 21-24HD fighter- an exalted psychopomp, an ancient soul who trained after death to bring souls through the perils of the afterlife safely



Wednesday, July 14, 2021

Halflings

I have put off this post for some time, for must admit I find halflings a mediocre addition to most fantasy games and can muster no excitement about them. Even in Tolkein's work from which the D&D halfling is derived from, their prosaic, domestic nature is in fact their defining quality. This is all well and good for a story with thematic purpose and authorial intent indicated to highlight the virtues of rustic civilians vs those consumed by power struggles, but in D&D games that message is rather hard to pull off outside of 'and then my character retired from the disgusting murderhobo life and lived happily ever after' which is a fine ending but a poor incentive for actually continuing campaigns.

They seem to be meant as a sort of 'underdog' character which I can understand the appeal of, but on the player-end of things, their impressive offensive and defensive bonuses spoil such notions for me, as they end up less underdog, more 'low-profile artillery platform/tank.' The idea is that to a halfling, humans and similarly sized foes would be like ogres, twice as tall and 8 times as heavy. But whereas ogres compared to humans have quadruple the HD and unarmed deal the same damage as a halberd, there's ludonarrative dissonance at play when that difference, one that we intuitively understand should be a nigh-insurmountable combat disadvantage, is represented in game by halflings merely suffering a strength capped at 17, max fighter level 6 or other such negligible differences that pay lip service to the notion that halflings face bigger, relatively speaking, perils.

AD&D Halflings

This is the monster statblock rather than the player bonuses, the player side of things being rather tamer in AD&D 1e but, in later editions and in various retroclones, prone to the defensive creep mentioned that turns them into short tanks. Tactically speaking, they may appear to be essentially goblins who cannot see in the dark, but are crack shots with the bow and sling. +3 to hit with their ranged weaponry is, for masses of soldiers, incredibly menacing, moreso even than Elves. They also resist magic, saving as 4 levels/HD higher, have a few uninteresting fighter/leader types of levels 2-4 based on # appearing, and have 1d4 dogs per halfling when encountered in lair. All in all, fighting halflings would be a numbers game that one would be unlikely to win, and they have treasure type B, which is likely to be no more than a few thousand GP worth of treasures and maybe some halfling-sized magic arms and armor on the leader types. Not at all worth the effort required to defeat, treasure wise, for most would-be pillagers.

There are also the Tallfellows, who are taller and get along with elves, and the Stouts, who are shorter, have infravision, and get along with dwarves. From this I conclude halflings are just shorter humans/elves/dwarves and not actually their own thing, and move on.





Sunset Realm Halflings, or Little People
They're just short humans, or if you take the halfling viewpoint, humans or 'hugemans' are just tall halflings. Most commonly found in the Beast Islands, they hold they are the original humans, and those humans who left small islands for the gigantic mainland grew larger as their habitat did, much like goldfish. Halfling, though not a slur, is a slightly rude term to refer to them as, a diminutive -ling suffix and assumption of deviance from a 'whole' norm. "Little people" is a generally acceptable term when referring to them as a group based on height rather than the actual culture they hail from.

Those who live in the moonlands are rumored to see in the dark, but in truth, those often dark lands simply encourage people to lean more heavily on senses beyond sight. Little clicks for makeshift echolocation, feeling air currents, smelling and hearing, and of course, simply letting ones eyes adjust rather than brandishing a torch can all contribute to this notion.

Due to their small size, they favor training beasts as guards and hunters, and are the origins of the 'Beast Battling' culture of the isles. They also are excellent sailors, mostly culturally but partly physically. After all, a 200 pound grown human requires more food than a 60 pound one, so their ships can be trimmed down and lighter weight compared to larger ships to take advantage of the winds and currents. Rowing is one aspect where they lose out to larger sailors, so most ships of levels larger than personal rowboats are entirely sail-reliant.

Islander customs of beast-befriending can be traced all the way back to the 2nd age, with children who had come of age being sent through rites of passage to claim a pet to serve as their friend and defender. As technology advanced, the war-torn 3rd age added a reputation as trap-makers, as it was easier to defend ones home with gravity, torsion, and so on than with force of arms. The technical skills required to build such devices also allowed one to identify and disarm them, and so 'security specialists' were often hired from the Beast Islands for all manner of legitimate and illegitimate ventures, making the trap-maker reputation shorthand for 'burglar.'  The 4th age saw them in conflict with the dwarves, desiring the  banned clockwork and gunpowder tech which cared not for the size of its wielder, and this gave the Beast Islands, already regarded as roguish, a further reputation for piracy, as dwarvish and Saresaren ships became prime targets of Beast Islander ships aiming to claim the unobtainable tech, and settling for whatever else was onboard. The calmer 5th age saw the rise of fine beast islander alchemists, as trade opened up and technology advanced further, and before the 6th age, the islands became known as the scientific hub of the world, surpassing the rationalist Saresarens and the stagnated dwarves.

On a less lore-heavy note
Rules for Halfling Players(Also children, goblins, ratfolk, and other ~1 meter tall beings)
HD per level never higher than 1d6
5-in-6 chance to hide, gain surprise, etc etc, compared to base 2-in-6, at least vs larger entities in larger environs. Not applicable in metal armor.
Saving throw bonuses based on whatever your system says, based on things missing you mostly
"Darkvision" is a more like a skill for moving without sight. Unless Goblin, they do see in the dark.
Weapons are 1d6 1-handed, or 1d8 2handed, and d10 weapons are too large (guns aside).
Though not explicit, it is assumed most entities find you less threatening due to size, which has its pros and cons


Tuesday, September 22, 2020

Flightless Bird, Giant Frog, Frogfolk, Violet Fungi/Shriekers

 AD&D Flightless Bird- This entry refers to beasties like the ostirich, emu, dodo and similar, rather than the monstrous axebeak of more prehistoric or fantastical form. There is nothing particularly noteworthy about these creatures, and probably should have been a footnote in the axebeak entry. For all the thought given to selling other baby animals, I am surprised no 'market value' for ostriches is included.


AD&D Giant Frog
Giant frogs are mechanically interesting due to being probably the lowest HD monster that utilizes 'swallow whole' rules. They also are tactically distinct from many other monsters due to their unusual attack pattern, which is rather convoluted but I will attempt to summarize here.
1- Frog attacks with sticky tongue at +4 to hit but no damage
2- Those struck get an opportunity(though not a free attack I believe) to strike the tongue, which if struck, withdraws, and the frog will not expose its tongue to that target again.
3- If not struck, the tongued target is pulled to the frog and automatically takes maximum damage, assuming the weight is appropriate.

With regards to the load-bearing capacity of frog-tongues, the frogs come in 3 sizes- small 50 pounders dealing 1d3 damage, 150 pounders dealing 1d6, and big fat frogs dealing 2d4, with HD scaling up from 1-3 as weight increases
If you weigh more than the frog, the tongue-drawing in takes 3 rounds, giving an extra chance on round 2 to strike the tongue, and only taking the max-bite on round 3. If you weigh over twice the frog, you will not be dragged at all, and the frog will give up on the 3rd round.

The frogs also leap shorter horizontal distances (losing ~10% their normally twice-human movespeed leap) per 50 pounds of weight over 50lbs, and are terribly slow outside of their typical leaping. Seeing as how the frogs show up in numbers of 5d8, tracking all this seems like lunacy, but suffice it to say that if you flee from 5-40 giant frogs you will likely be unable to escape the smaller 1HD ones if they can hop, possibly able to escape the 2HD ones if you are unarmored/unburdened/unhindered by terrain, and probably able to flee the 3HD frogs if not too burdened once you realize they can't hop more than 45 degrees left or right without having to adjust their facing (this is true for all the frogs, but the smaller one's long jumps make them more difficult to evade).

Curiously, they can all hop an astounding 30 feet straight up regardless of weight, making them pretty good monsters to lurk in watery pits and moats to devour those who would cross.

As for the swallowing whole, they swallow small humans, elves, halflings, and similarly sized targets whole on a nat 20. I believe the frogs can bite without going through the tongue routine and so instantly gobble someone up, but it is unclear if this should be expanded to include nat20 tongue hits resulting in swallowing rather than biting. Those swallowed have 3 chances (Which I believe, given the wording of the tongue effect is 3 rounds) to cut themselves out with a sharp edged weapon and an attack roll of 18+, after which it is unclear if they are dead or simply unable to free themselves due to suffocation or crushing stomach muscles (as no mention of damage is made here but it is mentioned for creatures such as the purple worm, I would assume rescue from outside sources remains possible for a few minutes).
However, attempts to slay the frog that swallowed your friend menaces said friend, as attacks against such a frog have a 1/3 chance to harm the character within as well as the frog.

They are said to fear giant fish, turtles, snakes, and fire, and retreat when wounded.

Though admittedly the AD&D rules are rather convoluted and could be simplified, I think giant frogs having special rules makes them likely to be a memorable and interesting encounter compared to other 'beast' encounters with all the breaking tongue grapples, outmaneuvering hops, and occasionally maybe rescuing Frodo from a frog-stomach, and multiple ways to frighten them off are given as well.

There are also 'killer frogs' which are just small frogs with a weak claw-claw-bite routine and 1HD, and poison frogs which have poison skin secretions and bite with a +4 to the save. These variants are not as interesting and do not have much uniqueness going for them, alas.

AD&D Violet Fungi-
I find it interesting that D&D has a fair few monsters that resemble other monsters. Mimicry in nature is common enough, but it can sometimes feel a bit like a 'gotcha' moment in a fictitious play-space. However, for the most part I think it shakes things up and keeps the players from being too complacent upon encountering something they think they know, provided cautious players can ascertain the threat with investigation somehow.

More to the point, Violet Fungi are mimics of Shriekers found 75% of the time with these companions, which are slow, ambulatory giant fungus that shriek when disturbed by light or movement. As this makes them, essentially, living alarms for dungeon environments, players frequently may wish to disable Shriekers if they deem the risk of noise now is worth removing the risk of noise later, but rushing in to chop them up will expose one to the Violet Fungi. Violet Fungi flail with 1-4 tentacles that rot flesh upon hit (requiring Cure Disease or a save vs poison to resist) and so, while easily dispatched with range, are a menace in melee. (Though unclear what 'rot flesh' actually means, it mentions this occurs in a single round, and since the other mentions of Rot in AD&D refer to Mummy Rot or the Periapt of Foul Rotting, both of which are lethal eventually, I believe this is intended to be a 'save or die' effect)

A mildly interesting note is that 3.5 makes shriekers stationary, and only violet fungi ambulatory.


Sunset Realm Flightless Birds
- Birds that have wings but do not fly are exempt from the pecking order hierarchy of the other birds. Legends have it that they descended from a mighty ancestor bird who flew into the night sky to steal the stars, but upon discovering what they were, learned fear and humility and returned to earth and swore never to challenge the high howling darkness again. In Saresaren court politics, someone who is willfully blind to opportunities to further ambition is sometimes called an ostrich, a creature apart from the game of lion and gazelle.

Sunset Realm Giant Frogs
Basically anything can grow to giant size for various reasons, and frogs are no exception. Frogs lost the war against snakes in ancient times, but survived complete extermination by developing their legless tadpole stage to hide from the leg-detecting servants of Yg until they had grown into size and experience. This metamorphosis came with a cost, however, their mutable forms becoming steeped with the powers of Chaos and their god Zaba becoming known as a demon-god instead of simply an animal god due to developing strange and unnatural powers that some wizards who do not mind becoming froggy use for their own ends.

Now that the Serpent Empire is no more, frogs need not hide from all the world, and they grow fat and greedy and think themselves mighty once more and, though snakes are notorious gluttons, frogs are known for biting off more than they can chew.

Zaba, lord of frogs, was lounging in the swamp when one of his children came to visit. "Lord Zaba, I have seen a creature even greater than you!"
"Impossible" replied Zaba. "I am the fattest in all the land. None can match my breadth, my depth, my girth. And if they try, I can do this." And Zaba sucked in air to make himself even larger than his already considerable bulk.
"No, Lord Zaba, the beast stood high on four legs, and higher still with two horns!"
Zaba was astonished, and blew himself up even huger. "Well, height isn't everything. You see I am surely broader than this beast now."
"No Lord Zaba, for the monster was wide and powerful enough to pull a cart!"
This alarmed Lord Zaba so he huffed and puffed and blew himself up till he more resembled a melon than frog. "How is this, then?"
"Alas, bigger, bigger still."
So Zaba gulped and inhaled air and swelled larger and larger, and finally said "I am sure I am the biggest now" at which point he exploded. Being a god, this was not the end of him, but as his children did not have the heart to tell him he was still smaller than an ox after all that, no lessons were learned.
-Rewriting of the Aesop's fable The Frog and the Ox


Thanks to Doctor Ogudugu's 10 step training program I went from 'frog on a log' to 'hog of the bog' in just 2 weeks! Click now to find out how

 




Sunset Realm Frog Folk
No doubt due to an excess of princes turned into frogs by bog witches, there are anthropomorphic frog-people in the Bog of the Canal, and have been for at least 3 solar ages. They are not well loved by Our Lady of Gardens, for she would turn them into humans, nor by Lord Zaba, who would turn them into frogs, but the Lord of Calamities, Murulu, has a liking for the hybrid froggy folk and as such they are always untouched by the marching mutant armies of the Calamitous Lord that must cross the Bog of the Canal to menace the Tripartite realm, and indeed the frogfolk sometimes join up to see the world beyond the bog.

While most of the frog folk are content to swim in the swamp, play catgut banjos, and live simple lives in their reed huts, they do have a higher organization of sorts born of the terror of intersolar periods- the Order of the Lantern. This order developed outfits to help keep their skin moist when traveling beyond the swamp and train their bodies and minds to battle against monsters that threaten the livelihood of the froggy bogfolk.

The Order of the Lantern enjoys the communal access to resources the frog-folk swear by and can expect to always have clothing, room and board, and travelling gear at least, but sometimes greater wealth is required, mainly to deal with the economies of humans. As such, the Order of the Lantern also has experience delving for treasure in the ancient Frog Kingdom ruins that have sunk into the swamp over centuries, dealing with ancient basilisks, demon-toads, frog-bog mummies, Zaba cultists and all manner of lingering and fresh horrors that enjoy the soggy ruins. As such, the occupation of 'adventurer' is not uncommon among the otherwise placid and prosaic bog folk.

Frog Folk must consume extra rations of water (up to 5 times normal) to keep themselves hydrated even with a wet suit (a hooded cloak and bandages wrapped around most their body) and feel a little fragile out of warm wetlands, whether it be too hot or too cold.

They cannot breathe water, but are powerful swimmers thanks to their webbed feet and hands, and assuming they grew up in the bog of the canal, a lifetime of swimming experience. Apart from that, they are largely identical to humans, just with a tendency to develop musculature more in the legs than the upper body and of course, green, spotted skin similar to a leopard frog. Some have very long tongues capable of catching flies, chicken drumsticks, etc, and all manner of similar froggish features (like the children being tadpole like, or poison skin) can be found in individual families thanks to the lingering chaos within all frog-kind.


Sunset Realm Violet Fungi
While I'm all for shriekers having hidden threats, I'm just not thrilled about 'tentacled flesh-rotting mushroom.' Something just doesn't click with me about that idea.. So here's a quick table of 'alternate threats to spice up shrieker encounters' in similar ways that Violet Fungi do.

1- Conquerer Worms- These brain parasite grubs hide in the whistling holes shriekers blow air through to shriek, and leap out to steal the bodies of those who come too close, and creatures drawn to the noise are likely being controlled by other worms.
2- Giant Centipedes- These poisonous vermin eat anything remotely edible, and scavenge those fallen in battles caused by the alarming shriekers, and protect the shriekers themselves in a territorial display that benefits both.
3- Cordyceps Shrieker- This subspecies of shrieker blows out spores along with its whistling that infest the living (or the undead, I suppose) and create fungal zombies who start out as living but diseased and deranged, but end up as corpses puppeted by shriekers bursting from the skull, until the corpse falls apart and the killer mushrooms wander off to start the cycle anew. Again, random encounters drawn by the noise are likely to be the infected.
4-Boomers- This subspecies of shrieker stops shrieking, closes off its whistle-pores, and bloats and swells with spores and gas until struck, at which point it detonates mightily. Exploding mushrooms are a D&D classic and it seems a more appropriate mushroomy threat.
5- Slimers- Some species of ooze could live inside a shrieker and flow out in a bubbling mess when the shrieker is disturbed.  Infested shriekers would look melty, wet, and be incapable of whistling, and grey oozes, green slime, or smaller ochre jellies could all be appropriate.
6- Mushroom Men- Appearing as just another giant mushroom wobblign around, upon getting nearer they reveal themselves to be the guardians of the shriekers, like a farmer to cattle, and they may strike with debilitating spores and poisoned weapons

Saturday, September 5, 2020

Pantheon as DCC Patrons, Part One- Our Lady of Gardens, Murulu, The Fairy Queen, and Zaba (But really just the first two)

In the triple realm of King's Point, Queen's Coast, and Prince's Spit, there are four major supernatural forces that many call upon. I got a bit distracted thinking about the  d e e p   l o r e for my new campaign so by all means scroll down to the big numbered lists, but this is a doozy of a post either way.

Our Lady of Gardens is the goddess of, roughly speaking, the agricultural revolution and city-based society. Her domain is over the commonly domesticated animals such as goats, sheep, cattle, chickens, peasants, and so on(dogs included but they have their own canid deity), and she grew in power considerably after the Horse God of Yuba perished and horses fell (for the most part) under her protection, and again when the dominant sun-god Riikhus perished and the Stone Sun pantheon that she was part of collapsed, leaving her as sole guardian of the Tripartite Realm. Additionally, she is the one who, back in wilder days of antiquity, tamed the wild plants into orderly grain and vegetables, and while the harvest is determined by the will of the slavering moons beyond the reach of the sun, here in the Daylands it is by her grace the crops grow healthy and fruitful.
The Lady has a plan for humanity, just as a farmer has plans for a farm. She values social acumen, symmetry(an anti-chaos measure), health and skill, and so seeks to matchmake families, spinning a web of relationships in the hopes of raising individuals and institutions that are optimally suited to keep civilization intact through the regular cataclysms that wrack the world. Each of the three realms takes a slightly different approach, though whether this is cultural and clergical drift or the actual will of the goddess to test alternate models is most unclear. Anathema to her are mutations and disease and mutilations, monstrous chimera and moonspawn, undead and fell sorcery, for she enjoys things to be clearly defined and in top form, able to live lives and die deaths in harmony with established society. The living labor according to their roles, and reap the rewards in the expansive afterlife of Our Lady, an arrangement that for the most part satisfies those within the three monarchies and keeps the dead quiet.

Her counterpart is Murulu, Lord of Calamities, who has leashed the flood and the famine, the earthquake and the hurricane, drought and pestilence, and many other disasters that strain and bay at their leashes, and are set upon those who have lived without suffering too long, to remind them of the fate of all flesh. But Murulu is not a wicked goddess, per se- true, mutation and blight and disaster are directed by her to some degree, but without Murulu there would be no karmic justice to these events, only a meaningless grinding of the bones of mortals and shedding of their blood to feed the elements from whence they came. Murulu lurks at the edge of the world, able to direct disaster but not prevent it. Those who worship Murulu are not spared misfortune, but they may pick their poisons. Under Murulu, the famine stuck lands will be spared the next plague. The blind man may trade a leg to the legless woman for an eye, and those who are hideous monsters can find peace at the side of those who see with their hearts. Murulu says 'It is easier to change your self than the world' and encourages a view of change not being something to fear, but to adapt to and see the good in. Murulu has only a 'waiting room' style afterlife for the faithful as they await reincarnation in a future generation, as her followers are fewer.

The two approaches, civilization vs anarchy, planning vs adaptation, order vs chaos, classical beauty vs unique charm, humanism vs transhumanism have lead to great conflict between the goddesses, and so too their peoples. Murulu champions a reincarnation of the Dark Lord every century to march forth with hordes of mutants and monsters to showcase the futility of Our Lady's Garden, and Our Lady assembles the usual legions of warriors, shining knights, and roguish chevaliers to counterargue via steel that it is Murulu who is in the wrong for allowing the world to develop as it pleases rather than nipping problems in the bud and pruning deviations from stability. Once upon a time they each served the Tyrant-Sun Riikhus alongside each other, and perhaps the conflict between the two is from coming to different conclusions about how to withstand the entropic attentions of reality from the experience.

Heleognostics, safely sequestered away from the wars on their island, say the conflict itself serves humanities interests in the long run. We humans are mortals after all- if we must die, why not die and contribute to this aeons old 'discussion?' (Though on the subject of 'discussions,' as an aside, the goddess M'shesh who questions death itself is rather too radical and is not endemic to this region). The Tripartite Realm has an enemy to humble it when it grows too proud, and to unite against behind a single goal when it grows too fractious. The directed calamities fall upon those who are most prepared to blunt their effects, or those villains who deserve every gust of portentous storms, and each side gets to make their point most pointedly. Those who have tired of the Tripartite Realm's societal strictures may go to the Wurderlands and Murulu under the Dark Lord's banner and get freaky, and those who long for order and non-mutant chickens can settle in the Tripartite Realm and swear fealty to Our Lady of Gardens and be cleansed, and round and round it goes.

Set apart from the endless struggle is the Queen of Fairie, once called Flora, and her Alvish Courts that live within the dreams of trees, Elfland (A more populated Ynn is how I'll run it I expect). The Alves respect the gods for their power, but smile with eyes only and remember days of ash and ruin where the Alves were, and the gods were not. Those humans who forsake the human gods and swear to serve the dreaming woods over the armies and cities of humans (or mutants) may find favor with the elves, for good or ill, if they seek Elfland in the Queenswood or atop icy Mount Celephais(or was it Aran? It matters not). There are two courts- Summer and Winter, Seelie and Unseelie, and each is inhuman and glamorous in their own way. Time treads lightly in Elfland, and the elves, goblins, fairies, and what have you have forever to do all the nothing they so enjoy, and it serves as an alluring dream for humans to retire to even before their time in the waking world is up.

And finally is Zaba, a big fat frog god who hid in the form of a legless tadpole after being defeated by the snake goddess Yg in times so ancient even the elves know nothing of them. There are froggy folk in the bogs, not quite part of the Tripartite Realm, and not quite part of the Wurderlands, and they seem happy enough in their soggy logs. Perhaps they're the ones who have the right idea, and you should beseech Zaba to become as they. Ah, Lord Zaba! Grant us flies!

Zaba is just Bobugbubilz, the default DCC frog god, with a name from Lungfungus's own frog cult and lore from my world, so I am too lazy to repost the book info here (Plus it might be illegal, idk)


Anyway...
OUR LADY OF GARDENS
Quick Priest Info
May turn mutants, monsters that have at least one part being from a real animal, undead, and killer plants.

Sacrifices to reduce disapproval are monster sacrifices or finely bred animals who go to the altar ready to be reborn again, and of course gold. All gods hunger for gold.

Opposed alignments are pretty much anyone who tries to use chaotic powers for personal benefit, and anyone chivalrous is likely good enough to count as a similar alignment.

She does sponsor wizards who work as court sorcerers and protectors of the realm, rather than the usual power-mad lunatics though.

Invoke Patron Results.
12-13- Our Lady is otherwise engaged, but sends a horde of cooing doves to provide concealment to the caster and bafflement to the enemy that lasts 1d6 rounds and acts mostly helpfully to the caster. If falling petals or leaves, wheat chaff, etc would serve just as well, that will be the manifestation instead.

14-17- A faithful but otherwise unremarkable animal arrives to assist the caster, having been in the vicinity thanks to Our Lady's foresight. Though free of societal obligations, they will wish to return to their farm sooner or later.
1-Donkey 2-Cow 3-Sheep 4-Pig 5-Goat 6- Rooster

18-19- The Lady, having foreseen these events, sends forth a 3HD lowborn Knight Errant, Royal Forester, Masked Knight, Steel Nun, Hellknight, or whichever mighty devotee of the lady is most appropriate. They arrive as soon as plausible and aid for about an hour (though as a living being, this is subject to their own discretion)

20-23- The Lady dispatches an Animal Saint from the netherworld to aid the invoker. These beings are the platonic ideal of their species, essentially creatures with all 18's in their stats, max HP, etc etc.
1-Horse 2- Cow 3-Sheep 4-Pig 5-Goat- 6-Dove. These creatures will serve the faithful as best they can, with no fear of death

24-27- An ancient hero is temporarily awakened, arriving in spirit form with 5HD, similar ghost-gear to those of the 18-19 result,  and similar terms of aid (though limited to sunrise or sundown, whichever is sooner).

28-29- A Pseudodryad is temporarily awakened from nearby plant life, which is miraculously domesticated. All small nearby animals will take the side of the dryad, and the dryad may cause small plants to trip and entangle the casters foes, while larger trees may be capable of bludgeoning them. After 2d6 rounds, the plants will return to their default state, but the small creature (if any) will remain friendly and aid the caster by guiding them to safety as best they can.
If the terrain does not support this, use the lower result.

30-31- A Winged Matchmaker (Converted Foocubus) descends from the sky clad in white and green silk veils and robes if the crisis is social (or best served by a hasty aerial extraction), and wielding a cannon in one hand and silver scythe in the other if the crisis is best served by reducing the forces of chaos to bloody ruination.

Nintendo can't sue me for this abominable image edit because my flatmate bought fire emblem!

32+ Whispers in the clergy and the dreams of nobles grants the petitioner one favor from the highest Liege of the realm, and a Foocubus is dispatched as above to ensure the petitioners's request reaches the High Queen (or whoever), and that they survive to hear back from their liege.


Patron Taint-As Our Lady is against mutation and corruption, this is more akin to the Three Fates patron taints in DCC, but distinct enough (due to Our Lady also not approving of self-mutilation) that they must be described here. Once a caster has performed all three levels of all 6 'taints' no further patron taint need be rolled, and they become immune to mutation as a Cleric of Our Lady.

Upon completing all 3 stages of any one result, the caster is cured of 1d3 mutations as a show of thanks from Our Lady.

So long as something remains uncompleted, Our Lady may restrict access to invocations and patron spells at her discretion to remind the wizard of their unfulfilled bargain.
1- The Quest-The caster believes they are mentally falling into corruption and perversity, and must work harder to beat back chaos lest their principles become compromised.  The first quest is to find a tainted chaos-relic within 1d4 days travel time and destroy it (if any such items are owned by the party, they may be the most eligible targets). If rolled again, the quest is to hunt a chaos-beast of fell renown within 1d4 weeks travel. At the final roll, the quest is to slay or convert the current Dark Lord.
2- The Mirror- The caster becomes aware that their 2nd order reflection (their reflection's reflection) has crossed over into the waking world to destroy them. It is 1d4 days distant  and driven to slay the caster, and has a mutation the caster does not.
When rolled again, it will be a 3rd order reflection, be 1d4 weeks distant and working to undermine the casters reputation, and be 1d3 levels and mutations mightier than the caster.
If rolled for a final time, it will be a Champion of Lumar* and will have established a corrupt mirror-verse citadel populated by fiends and be 1d6 levels and mutations advanced beyond the casters feeble powers, and it will seek to corrupt the caster by showing them the power they have denied themselves by following Our Lady, and destroy all they love to prove their superiority.
*Not the prime lumar though, but a higher-order reflection of her, sometimes called Dark Lumar
3-Tenet of Generosity- The caster feels obliged to atone for the various crimes they have probably either been part of or begrudgingly overlooked while part of a party of adventurers. They will offer all obviously stolen goods to the nearest temple, and a 20% tithe of their monetary worth besides.
If rolled again, they will once more offer all indubitably wrongfully obtained goods to the temple for redistribution, and furthermore offer up a third of their magic items.
The final roll will require the mage to return all wrongfully obtained items to their original owners (or their graves) personally, and donate another 30% of monetary worth to the temple for good measure, as well as the item the GM wants to get rid of the most- I mean, their most prized possession.
4- Tenet of Humility- The caster will forsake a random spell forever, deeming it some combination of too dangerous to exist in civilized society and/or a bad influence on them due to its eldritch and probably corrupting nature. This may repeat up to three times, after which the caster deems themselves disciplined enough to handle any suspicious spells remaining in their pool of knowledge.
5-Tenet of Selflessness- The caster feels obliged to seek out a worthy mortal and grant them their hearts desire, as a way of showing their study of magic does indeed benefit others. If rolled again, they will, in adopted Saresaren custom, grant three wishes to the next person they meet upon a paved road of the Tripartite Realm (they are free to do dickass genie moves to ensure the wishes are not dangerous to society of course). The final task is to swear themselves to an appropriate noble court as court sorcerer and work from a place of high renown to watch over and protect society.
6-Matchmaker- To ensure people find their One True Love (and maintain good deific relations with the Foocubi and Saint Bridget) the wizard must solve the difficulties plaguing a couple so that they may live happily ever after.
The first issue is a simple affair, likely between peasants of a village no more than 1d4 days away.
The second issue is a tangled affair, likely between differing social classes or rival families, no more than 1d4 weeks away.
The final issue is a thorny mess involving competing Foocubi trying to maintain defunct bloodlines, issues of succession, and multiple noble families, and will require a trip to the capital.

Spellburn Results
1-
The caster must briefly justify the use of these chaotic sorcerous powers to Our Lady. While 'self-preservation' is usually satisfying in many adventuring scenarios, good reasons that protect society at large may grant an extra +1 bonus to the spellcheck, and bad reasons and worse excuses may cause Our Lady to negate the benefits of the spellburn entirely.
2- The caster's spellburn is aided by a Winged Matchmaker, and agrees to go on a date with an eligible suitor at the next opportunity, or if the caster is already satisfying this, agrees to set up an acquaintance on such a date.
3-The caster's spellburn is aided by the lingering covenant with a past Sun(Riikhus), and gains +1 to the spellcheck if an appropriate sun is visible and overhead, but -1 otherwise.
4- The caster's attempt to call on further power goes unheard, and fails (expending no burn but wasting the turn) unless they resort to a forbidden chaos ritual. The stat damage is guilt and shame mostly, and doing this in front of the faithful of Our Lady would surely merit severe punishment regardless of circumstance.

Patron Spells
Domesticate
Level:4 Range: Touch Duration:Permanent Save: Yes
Our Lady of Gardens offers a covenant to wild creatures to trade the freedom of the wild for the security of living among human society. If the creature accepts(fails its save), it will change in form and thought as Our Lady wills and become a domesticated version of itself. This is a spell that channels Our Lady directly, and is usually reserved for great rituals. Clerics who serve Our Lady may learn it too.
Manifestation-
1-
The caster kneels and extends a hand to the beast in question- if it places a paw or head upon the hand, the deed is done. 2- The caster offers a leash for the beast to bind itself and waits. 3- The caster speaks in the unintelligible tongue of the divine as Our Lady speaks through them to the beast directly 4-The caster and target's eyes glow white-green as they have discourse in the spirit realm with Our Lady.
Corruption- n/a, always Patron Taint
Nat 1-Lost, Failure, Patron Taint
2-11- Lost, Failure
12-17- Failure, but not lost.
18-19- If the beast fails its save, it will not be domesticated, but will be pacified and leave the caster and associates be.
20-23- The beast is soothed, though not tamed or domesticated, and may aid the caster so long as it need not go outside its normal life excessively.
24-25- The beast is domesticated, but not trained. Its natural attacks decrease by 1 die stage and it loses chaos mutations and so on and becomes fluffier and friendlier and generally more appealing. It may aid the caster and even follow them back to civilization, but it is more like a cat doing its own thing than a trained dog.
26-28- The beast is tamed and domesticated. It will aid the caster outside the scope of its usual life (such as acting as a beast of burden or a steed) but will require constant training and will take up a retainer slot, or two if it has more HD than the caster.
29-33- The beast is trained, tamed, and domesticated on the spot. It requires only amateur maintenance training to keep it able to carry, sic, stay, and so on.
34-35- As above, but the beast is also fond of the caster, essentially becoming a pet.
36-37- All beasts directly related to the target beast are tamed as well, and other beasts present will be soothed as per 20-23.
38+ The entire local population of the beast's species comes into the fold of Our Lady at varying levels of training, and becomes part of human society in short order.

Lady's Scythe-(Variant Blade of Atropos)
The scythe is an uncouth peasants tool, yes, but it is also a symbol of harvesting and cutting down Our Lady's enemies. Various other tools appear at lower levels of casting, but all serve the same purpose
Level:1 Range: Self  Duration:Varies Save:n/a
Manifestation-
1- The caster pulls the weapon from thin air 2- An existing item transforms into Our Lady's Scythe 3-Light bends to create the weapon of shining energy 4- An existing item crackles with white and green lightning, with spectral force extending from it to shape the weapon
Nat 1- Lost, Failure, Patron Taint
2-11- Lost, Failure
12-13- A shining silver set of pruning shears appears. It is a magical weapon that strikes at +1 to hit (+3 vs chaos monsters) and 2d4+Caster Level damage, and things like small tentacles, horns, claws, eyestalks, etc may be clipped through upon each hit. Lasts 1d3+Caster Level Rounds.
14-17- As above, but a silver sickle with +2 to hit (+4 vs anathema) and dealing 2d6+CL damage, lasting 1d4+CL rounds, and able to slice off larger monstrous appendages (never limbs though- the idea is to prune dangerous/mutant features, not maim)
18-19- As above, but a full scythe with +3 to hit (+5 vs anathema) dealing 2d8+CL damage and lasting 1d6+CL rounds.
20-23- As above, but two such weapons appear and the caster may dual-wield them without penalty, and the duration is 1d8+CL rounds.
24-27- As above, but a third weapon may be wielded in the caster's mouth, the duration is 1d10+CL rounds, and they inflict 2d10+CL damage, and they attack at +4, +6 vs anathema to hit.
28-29- As above, but the weapons attack at +5, +7 vs anathema, deal 2d12+CL, and last 1d12+CL rounds. Anathema may now have limbs severed if they fail Will saves.
30-31- As above, but attacking at +6, +8 vs anathema,  dealing 2d14+CL and lasting 1d14+CL rounds, and anathema may be cut out of their armor or away from their shadows or enchantments if they fail a will save when struck
32+As above, but attacking at +7, +9 against anathema, dealing 2d16+CL and lasting 1d16+CL rounds, and slaying (via decapitation or bisection) anathema struck who fail a will save.

Magical Transformation Rabbit Guardian Ronya- This patron spell is shared by all the patrons described here (Even Zaba, due to the results of a Log-Hopping contest in ages past) and has its own section at the end due to its lore being shared by the gods, but ultimately more of a realm-based thing.



The head of Murulu, ever changing, gazes over Wyrdton, the rest of the body buried in the earth, at the center of the strangest (and therefore holiest) parts of town.

MURULU, LORD OF CALAMITIES

Quick Cleric Info
May turn humans, elementals, disease spirits, and domestic animals.

Sacrifices to reduce disapproval are offerings ones own body (a finger being one point, an eye being 5 an entire limb being 10) which may result in the offered body part either being cut loose, horribly and permanently diseased, or mutated beyond recognition and function. Causing a calamity may reduce disapproval but is more likely to be an undertaking as payment for intervention. All gods hunger for gold.

Though the Calamitous Lord is open to all manner of things others find terrible, it is worth clarifying that the monsters Murulu likes are the sorts of things that are different beings trying to live in the world, sometimes conflicting with humanity, but NOT things like nightmare entities which only exist to be horrible things to torment people and have no place in the sane world.

Her chaotic energies are offered quite freely to those who accept transforming themselves, making her a popular patron for rogue sorcerers.

Invoke Patron Results. Calamities are not really dogs (or they would be the purview of the Jackal God of Yuba) but the metaphor of them being baying hounds leashed by Murulu is well-established. While Murulu has dominion over other calamities (locust swarms, plague, mutilation and mutation) these elemental wraths are the ones most suitable for saving an invoker's bacon.


If not mentioned, the duration goes on as long as Murulu cares to allow it, regardless of the caster's wishes.
12-13- The dread gaze of Murulu falls upon the area briefly. For 1d6 rounds, ill-luck plagues the invokers enemies, causing new wounds received to fester and attract disease spirits, limbs and more to be mangled on critical hits, and crumbling cliff faces, sucking mud, or collapsing roofs all become very likely.

14-17- Pup Tremor sniffs and strains at the leash, knocking the caster's enemies prone and overturning buckets, lanterns, etc, possibly collapsing already compromised structures.

18-19- Fog creeps into the area, limiting visibility to about 5 feet and stifling scent and sound.

20-23- Playful Whirlwind is unleashed to bedevil the land, blinding those within the tiny tornado (30' radius and 1000' tall) blocking flight and missile fire through the winds so long as the caster concentrates, but no longer than 13 rounds (as well as the other expected effects of  dust devil). Those inside may be buffeted by swirling objects each round (1d4 for assorted rubbish but increases with larger/sharper/harder things)

24-27- Younger Flood is unleashed, drowning the local area in 2d6 feet of water, washing enemies who fail to save prone and drowning and washing them away until they can get out of the current. Aboveground this takes the form of a torrential downpour, underground, a sudden gushing spring.

28-29- Storm, the grey hound, arrives howling, rain and hail nearly horizontal with the force of the wind, sand and anything loose blown away. Hearing and missile fire is impossible, and those outside will only bear the lashings of the storm if their morale is nigh-unbreakable, and even then they will be battered and bruised if not heavily armored, and risk lightning strikes if they are clad in metal.

30-31- The barely-leashed she-wolf Earthquake barks, and one of her pups answers the call- if there is a slope nearby or underground, Avalanche, Rockslide, Mudslide , or Cave-in buries the casters enemies until they can make a DC20 save to escape. If there is no slope, Sinkhole answers, casting the casters enemies into a pit 30' deep, and on the ocean, dread Tsunami answers, overturning ships that fail their save and flooding towns.

32+ The most terrible hound of Murulu, Volcano, stirs, a fiery crack opening and spewing forth lava at a slow, but not slow enough, pace. Those present have one round to get off the ground, or take 5d6 damage per round they wade through lava. Further heights must be sought as the burning earth swallows all before it, though it will cool to rock soon enough, probably.


Patron Taint-
As usual, once each result is gained 3 times, further patron taint is ignored.
1- Random mutation. Upon rolling this result a third time, the caster is no longer vulnerable to monsterization from too many mutations.
2-The caster becomes a veritable lightning rod for natural disasters- there is a 1% chance upon spell casts that a random disaster will strike the area soon after. Increase this chance to 3%, then 5% when re-rolled.
3- Random disease. Upon the third roll, the caster becomes unable to die from disease/parasite, but also is automatically infected by any exposure to diseases. They also gain +1 to spellchecks while diseased (possibly per disease).
4-Random curse (I don't have a good go-to for curses yet). Upon the third result, +1 to spellchecks while cursed (possibly per curse)
5-Each time rolled, choose one you have not chosen before- Lose a limb. Lose all conventional beauty standards, lose a sense. Once all three are rolled, you will be visited by the three fellow murulu disciples who received these lost gifts, and they will bear either gifts or a favor to you for your donations.
6-Add a Mercurial Magic/Spell Mutation to the spell cast. You gain +1 to spellchecks with these doubly-mutated spells.

Random Calamities-

  1. Flood
  2. Collapse (cavern or architecture)
  3. Earthquake
  4. Avalanche/Rock/Mudslide
  5. Sinkhole
  6. Drought
  7. Famine
  8. Locusts
  9. Plague
  10. Hurricane
  11. Tornado
  12. Sand Storm
  13. Blizzard
  14. Whirlpool/Riptide
  15. Wildfire
  16. Invasion/Revolution
  17. Curse
  18. Fog
  19. Tsunami
  20. Volcano

Spellburn Results-
1- The caster cuts, burns, etc themselves deeply, harming physical stats and leaving a thick scar, marking them as glorified to Murulu.
2- The caster snips off part of themselves- an earlobe, a fingernail, a toe joint, etc, the minor but permanent mutilation
3- The caster is called upon to host a random disease spirit in addition to the usual spellburn results
4- The caster is called upon to trade an existing mutation for a new random one in addition to the usual spellburn results.


Adherents of Murulu in most the world are mostly just missing bits or with extra bits, but in the depths of her holy city in the Wurderlands, things get weirder as you go deeper in, and end up completely unrecognizable as being anything save for that which they are.

Transcend Form
Murulu cares not at all for the standardized forms of so called 'species,' and allows casters to assume monstrous and unique forms that allow them to do things they could only dream of before. As with most polymorph style spells, mutations and mutilations remain (a one-eyed, lizard tailed human turns into a one-eyed, lizard tailed wolf if they were turned into a wolf, for example) but they are enhanced (in the above example, the transformation would result in a wolf with a single powerful eye rather than be 'missing' an eye, and the tail would provide lizardlike advantages rather than just being a hairless scaly wolf tail).
The transformation does nothing to those who have no wounds or mutations, and requires some back-and-forth discussion and pre-emptive work to determine what the precise outcome is, (and this updates with each new mutation or mutilation) but the outcome should be pleasing to the transformed person and has broad tweaks available. Items may remain worn, or be shed depending on the details of the transformation and preferences of the wearer.
Level:3 Range: Touch  Duration:Varies Save:Willing Only
Manifestation
1-
The transformed twists and boils like molten clay shaping itself into the form
2- The transformed hatches from their own body like a butterfly from a chrysalis
3- The transformed turns inside out, with the inside being the outside of the new form
4- The transformed becomes a spinning, glowing pastel silhouette, which resolves into the transcended form.
Nat 1- Lost, Failure, Patron Taint
2-11- Lost, Failure
12-15- Failure, but spell is not lost
16-17- The caster or target briefly transforms into a monstrous form for Caster Level rounds. Though the transformation is largely cosmetic and unstable and grants no added benefits, it removes penalties from mutation/mutilation while active ands heals HP=CL as wounds close and will end bleeding effects. This healing and all associated healing effects of later results only apply once per day.
18-20- The target transforms for a full CL minutes, healing HP as above and gaining a power related to their favorite mutilation/mutation, as well as any obvious changes to locomotion and environmental survival (such as a fish tail allowing swimming and underwater breathing).
21-24-The target transforms  for a turn(10min) per CL and gains up to half the extraordinary capabilities from enhanced mutations and mutilations, as well as the benefits stated above.
25-29- The target transforms for 1 hour per CL, and gains all the blessings from the marks of Murulu and above entries they bear so long as they are transformed, but heal HP=CLx2
30-32- The transformation lasts for either 24 hours or until the transformed wishes to end it prematurely, but is otherwise as the above entry with healing equal to HP=CLx3
33-35- As above, but the HP of the transformed heals entirely to full.
36+  The change is permanent. Further mutations and mutilations will warp the form to accommodate and enhance the form.

Beautify
Level:1 Range:
Touch Duration: Permanent Save: None Allowed
Called most small-mindedly by most people 'Corrupt' or 'The Vile Touch' this spell channels the powers of Murulu into the caster and allows them to spread mutation, mutilation, disease and calamity with just a touch. To the faithful of murulu it is a blessing and enhancement, to those who cling to their transient forms, it is among the most menacing and terrifying of powers.
Manifestation
1-
The caster's hand (or hand-analogue) becomes shrouded in pulsing dark purple energy with flashing lightning within.
2- The casters primary touching appendage temporarily morphs into a knobbly, pustule laden tentacle dripping with slime.
3- The caster's tongue turns to a scorpion's tail, laden with a mutagenic sting.
4- The caster's entire body becomes slick with rainbow slime to flow onto and reshape those who are held.

1- Failure, lost, Patron Taint
2-11- Failure, lost
12-13- The caster may touch one living target and grant it a blessing or curse from Murulu, the difference being a matter of perspective. This requires a to-hit as usual.
14-15- The caster may touch one living or nonliving target and grant it a blessing from Murulu.This requires a to-hit as usual. Inanimate objects afflicted by disease act as a living creature would, grow mutations, or lose roughly equivalent parts according to on-the spot rulings.
16-18- The channelled energies persist within the caster for 1d3+CL rounds, allowing for multiple blessings to be given out.
19-20- The channelled energies persist within the caster for 1d6+CL rounds, allowing for multiple blessings to be distributed.
21-23- The channelled energies persist within the caster for 1d8+CL rounds, and may distribute them 2 per round, with no penalty for 'dual wielding' their unarmed touches.
24-27- The channelled energies persist within the caster for 1d10+CL rounds, and may distribute them 2 per round, with no penalty for 'dual wielding' their unarmed touches. Furthermore, anyone touching or even striking the caster with weapons without great reach will be granted a blessing as well.
28-31-The channelled energies persist within the caster for 1d12+CL rounds, and radiate out both via physical touch and unspeakable energies such that, if the caster is taking action to deliver blessings, all who come within 5' will receive one.
32+ The caster is entrusted by Murulu herself with the decision of what blessings to deliver, and may pick specific mutations, mutilations, diseases, etc to dispense for 1d20+CL rounds with direct touches (2 per round) and those who are within 5' will be affected as well.

Blessings of Murulu
Roll 1d4 for the enemies of Murulu, 1d6 for most targets, and 1d8 for the faithful of Murulu.
1-Mutilation- lose eye, ear, nose, mouth and associated senses, or a limb, or something else. This is painless and inflicts no damage for the faithful, but does inflict damage to the enemies of Murulu equal to CLd4 due to morale loss and fear. Inanimate targets just suffer rust, cracks, and other destruction.
2-Disease- Disease spirit or corporeal parasite comes to co-habitate for a while, immediately inflicting one instance of its effects. Ghul fever not included.
3-Curse! A tenacious and hard to get rid of spellwisp with an odd effect comes to haunt the target.
4- Negative Mutation
5-  Random Mutation.
6+ Positive Mutation

Magical Transformation Rabbit Guardian Ronya- This patron spell is shared by all the patrons described here (Even Zaba, due to the results of a Log-Hopping contest in ages past) and has its own section at the end due to its lore being shared by the gods, but ultimately more of a realm-based thing.

THE FAIRY QUEEN

Is, like Zaba, just a slightly reimagined DCC patron, in this case the King of Elfland.
In winter, the spell Forest Walk becomes Ice Walk and some minor changes to patron taint that are indeed so minor I don't think they're worth getting into here, and of course has the final spell.



But with a shield, not a sword, innit

Magical Transformation Rabbit Guardian Ronya
A rabbit heroine of past ages (and player character of past campaign) whose heroic spirit lives on, not in the temples of the nobility, but in the land itself, possessing any who are good of heart to battle wickedness in all its forms. Many of the Chosen of Ronya are often not intentional, but incidental champions who answer the call to fight villainy in the moment, but find their own skills and strength lacking, and so they may transform into an avatar of the rabbit to do battle

The enemies of Ronya are criminals of both the cruel brigand and heartless noble variety alike, and monsters of the truest sense of the word- nightmare things that have no place in the waking world. Only a single avatar of Ronya exists at a given time, and in the event opposing sides both attempt to call upon this spell, only the most worthy will be answered, though in the cases of morally grey circumstance, sometimes Ronya's invocation appears only to put an end more to the conflict itself than to win it for either side.

Anyone who has stood up for the weak and brought tyrants low may earn a point of favor and be able to call upon this transformation, but certain prayers(cleric versions), ghost-calling rituals, and so on are used by the powers of the Tripartite Realm and beyond to invoke the power of this peasant's hero. As Ronya is the true patron of the spell, it comes with its own misfires and corruptions and is subject to the ancient warrior's will alone, so it cannot be abused for wickedness.
Level: 2 Range: Self  Duration: 1 conflict Save: n/a
Manifestations
1- The caster's body morphs into that of  3 foot tall bipedal rabbit-woman, and their gear to plate armor and a shield.
2-The caster vanishes in a swirling pastel tornado of sparkles, and Ronya emerges.
3- The caster slaps the ghost-hand of Ronya and tag-teams out of the material realm as Ronya enters the wrestling ring. I mean, the scene.
4- The caster has a ghostly appearance of Ronya standing behind them, and they and the shadow act as Ronya would, imbued with the strength of myth both physically and spiritually.
Misfires
1-
Caster craves carrots as if addicted, unable to perform tasks longer than a minute due to looking for carrots until either 1d6 hours pass or carrots are had.
2- Random nearby animal's behavior becomes that of a rabbit for 1d6 hours.
3- Rabbits attracted to caster and follow them in increasing hordes for a night and a day.
4- Nearest weapon transformed into shield. Magical items get a saving throw, but transformation is permanent.

Corruptions
1-Caster must attempt to cast this spell whenever they are exposed to carrots or are tempted by a character flaw that Ronya is trying to break them away from.
2-Caster becomes female if previously male.
3-Caster loses one foot of height, down to minimum size of a rabbit.
4-Caster sprouts rabbit ears, tail, fur. Eating rabbit counts as cannibalism from now on and will deny use of this spell (and you're on very thin ice before hand if you know this spell and be eating rabbit).
5-Caster's memories become muddled with that of Ronya and all those who have gotten this corruption.
6-Caster stalked by the Rabbit(less) Moon, or more precisely but less concisely, inherits an ancient meta-grudge from something from Beyond

 

Nat 1- Failure, Lost, and Misfire or Corruption. 1-2 corruption, 4-6 Misfire
2-11- Failure, Lost
12-13- Failure, not lost
14-15- Brief transformation allows the caster to take a hit targeted against an ally to themselves this round, reducing damage dealt by 12 and preventing associated effects (poison, etc) if the damage is reduced to 0.
16-19- Caster transforms into Ronya until the crisis is averted, fighting with +CL to hit, a shield bash that deals 1d6+CL subdual damage, AC as plate+shield, movement as unarmored human+leaping, and the ability to take hits aimed at a single guarded ally and reduce the damage of these hits by 1d12
20-22- As above, but Ronya's personality and experience shines through more, inflicting double damage and doubling the guard damage reduction against the following foes- Dragons, Thieves, Wizards, Clockwork Automata, Wolves, and Nobles.
23-26- As above, but the shield bash increases to 1d8+CL, the AC to Plate +3, the move to 150% human speed, and gaining an extra 10 bonus HP which are taken by Ronya and damage to this buffer HP will not be lost by the caster at the end of the transformation.
27-29- As above, but the shield bash increases to 1d10+CL, the move to 200% human speed, 15 bonus HP,  and all adjacent to Ronya may be guarded simultaneously.
30-33- As above, with a 1d12+CL shieldbash, AC as plate +5, 20 bonus HP,  and a guarded damage reduction of 1d20.
34+ As above, but with a 1d12+CL shieldbash, 30 bonus HP, and all allied with Ronya may be guarded simultaneously regardless of distance. Additionally, with this state of transformation, anything may be leapt over with a round of preparation, though the leap itself may take longer to complete.

I think future posts better be limited to a single patron...