Higher Powers for Fantastic Medieval Wargames
Luke Gearing's Grand Unified Theory of Magic & Religion has quickly become one of my favorite takes on magic and religion in D&D. I think the Disposition dice and varied entities to call on are a really neat way to allow different characters and classes to toy with powers beyond their understanding.
Here are a few more powers beyond your understanding to toy with.
Angels of the One God
The Abrahamic God, called Yahweh, Allah, and many other names, is worshipped as the sole God and creator of the universe by His devout. His symbol is the crucifix, and it turns the Undead. You cannot invoke God Himself; if He has need of you, He will come to you. However, it is possible to invoke His angels, extensions of His will made manifest. Those who pray for angelic aid gain a +1 to the Reaction if they pray in a garden, or atop a mountain. Sacrifice of an animal grants +1 to Reaction. Magical creatures and monsters are not accepted and will get you Cursed. Burning rosemary & frankincense allows rerolling of a single die once per prayer.
Michael, Sword of God
Disposition: 2d4. The highest of the Angels, Michael guards the gate. If you call on Michael for aid in battle, make changes to your reaction roll as follows:
- If you are facing non-Christian foes, one of the dice increases in size by 1.
- If you are defending against attackers, one of the dice increases in size by 1.
On a hostile reaction, lightning will strike the field. A commander must Save vs Elements or take 3d6 damage.
On a negative, neutral, or positive result, Michael does not answer. His Lord has not given him blessing to go into battle.
On a friendly reaction, Michael lends his sword. The weapon of the devout will ignite, dealing an additional d6 of fiery damage for 2d6 rounds. Foes must test morale upon witnessing this.
If you call upon Michael’s aid in healing the sick, make the following adjustments to your reaction roll:
- If the afflicted are all Christian, one of the dice increases in size by 1.
- If the healer forsakes all protection from the illness themselves, one of the dice increases in size by 1.
On a hostile, negative, or neutral reaction, nothing happens. Michael prepares the gates of Heaven for those who have been saved.
On a positive reaction, a single afflicted person will survive, and awaken with a newfound religious fervor.
On a friendly result, up to 2d6 afflicted will survive, awakening in seven days feeling fully rejuvenated.
Metatron, Voice of God
Metatron speaks for the Lord, and reveres his holy silence.
Disposition: 0.
If you ask Metatron a question, make the following modifications to Disposition:
- Add +3 to the Reaction for every week you have gone without speaking.
On a hostile through positive result, Metatron does not answer.
On a friendly result, Metatron will answer a single question truthfully.
Depending on the question, understanding this truth may require a Save vs Doom to avoid going insane.
Raphael, Hand of God
Raphael walks at the Lord’s side, guiding travelers and healing the wounded.
Disposition: 2d6.
If calling on Raphael for safe travels, make the following adjustments:
- If you are traveling with no arms or armor, add +2 to disposition.
- If you travel alone, add +1.
On a hostile through neutral reaction, your prayer is unanswered. Raphael leaves your fate to the Lord.
On a positive reaction, Raphael wards your passage. Odds of random encounters for that day are reduced by 1-in-6.
On a friendly reaction, Raphael watches your steps, and shows the way. Odds of random encounters are reduced by 2-in-6, and you will not get lost that day.
If calling on Raphael for protection in the face of danger, make the following adjustments:
- If you are at half HP or less, add +2 to the Reaction.
- If you are Lost, add +1.
On a Hostile through Negative result, nothing happens. The Lord has deigned to test you. On a negative or Disinterested result, you feel His love driving you to keep fighting, however distant. Improve your next Initiative roll or Save by 1. On a positive or Friendly result, Raphael ensures that you do not walk unguarded. Indirect help such as a traveling acolyte, wild beasts that ignore you, or the sudden emergence of a safe hiding place will make itself apparent.
Gna, Mother of Monsters
The shrieking, squelching, ever-laboring mass of feather and tooth and scale, festering in the fetid pools of the Underworld. Before there was nothing, there were monsters. And before there were monsters, there was Gna.
Disposition: 2d4.
Each time you roll Reaction for Gna’s favor, any dice that land on their maximum result (4 on a d4, 6 on a d6, etc) “expand.” The next time you roll, that die will be replaced with a die one size larger (d4->d6->d8->d10->d12->d20).
When calling on the Mother of One Thousand Thousand, roll Reaction. Modify the roll accordingly:
- If you have eaten a creature you killed in a single sitting, add or subtract 1 for every Hit Die it possessed.
- Add or subtract 1 for every consecutive night you have slept in a cave.
On a Hostile result, Gna spurns you as too human, and you may never invoke her again.
On a Negative or Disinterested result, the Mother of Monsters does not interfere. Her children must be strong on their own, says Gna.
On a Positive or Friendly result, Gna licks your wounds and gives nourishment. Regain HP equal to the number rolled for Reaction, with any excess being converted to Temporary HP. For every 4 HP over your maximum, make a Save vs Morph or undergo a bizarre, monstrous mutation. These mutations are irreversible and permanent.
Pull mutations from the table of your choice, or the referee's imagination. They should often as not be useful or intimidating, and always horrific. Eventually, the invoker may no longer pass as human, and may become unplayable.
Tharizdun, the Chained Oblivion
The Elemental Evil, chained away in the depths of Hell at the dawn of time to halt its endless thirst for destruction. There is no appeasing Tharizdun, there is no honoring it. Oblivion Incarnate seeks only to tear down all that is and ever was, including itself.
Disposition: 2d8.
Whenever you call upon Tharizdun’s destructive power, make a reaction check. The largest die in the pair will shrink one size once the invocation is ended. When both dice reach 0, the summoner will take 1d100 damage. If they survive, the Disposition resets.
When calling upon Tharizdun for aid in destroying something…
On a Hostile result, Tharizdun lashes out at the hand that feeds. Save vs Doom or be obliterated.
On a Negative, Disinterested, or Positive result, the Elemental of Evil does as requested. Deal d6s of damage to the target(s) of your choice equal to the number rolled for Reaction.
On a Friendly result, Tharizdun lends the invoker its voice. They speak, and the Oblivion’s voice flows out; all locks and chains shatter, doors open, and all creatures who hear this must Save vs Doom or be obliterated.
These are samples, just further permutations of the mechanics and concepts set up by Luke Gearing. Feel free to steal them and warp them, lord knows I'd do the same to any of you.