From the Recorder: Venture Bros. S6

  
The next set of cleric domains & spells were moved to the backburner due to a couple of events. One was the fantastic Level-Eater 6.66, for which I DM’d one of the tables. The other is the season 6 premiere of the Venture Bros. this weekend, for which I wrote up a preview at the Addison Recorder.

With those items complete, back to posting new cleric ideas for 13th Age!

Cleric Spell: Summon Saint of Rava

You can move mountains;
It all makes sense to you.
You just need the love of a gearforged goddess.

We round out the Clockwork/Artifice domain with the second, champion-tier summoning spell. Once again, this spell uses the expanded and updated summoning rules from 13th Age Monthly, and continues the concept of feats that are dependent upon a cleric’s chosen domains.

Unlike the other clockwork summon spell, the Saint of Rava is explicitly drawn from Midgard, and you can find the original listing for this “monster” in the Midgard Bestiary. The summoned creature is slightly different from the Bestiary version, as it plays off the concept of the Clockwork/Artifice domain never ‘wasting’ move actions. Continue reading  

Cleric Spell: Summon Clockwork Archon

You’ve got [CLANG] ssssteam heat
You’ve got [CLANG] ssssteam heat
C’mon, I need your blast to keep away that kobold.

When I was looking at spells related to a cleric of the Clockwork/Artifice domain, I knew I wanted something that would create an interesting scene. The Deep Magic book from Kobold Press has an animate construct spell for arcane magic-users; for the clerics, it seemed more aligned to their class to make it a summon spell. I leave it up to you and your patron deity to envision and describe what a “summon” means to a gearforged god or goddess.

This spell uses the expanded and updated summoning rules from 13th Age Monthly, and continues the concept of feats that are dependent upon a cleric’s chosen domains. Unlike the other clockwork summon spell, the clockwork archon isn’t explicitly drawn from Midgard. That said, many aspects of this summoned creature are directly based off ideas and mechanics from the Midgard Bestiary and Deep Magic.

(Which, by the way, are two fantastic resources for 13th Age mechanics and abilities even if you’re not playing in Midgard.) Continue reading  

Cleric Domain: Clockwork OR Artifice

Turn, you tiny engines;
Let your faith be the power that turns the coils of my everwound springs.
Turn, my adventurers!
Turn me on!

Uff da. This has been a big gap between days 1 and 2. Every project hitting deadline at the same time at the dayjob will do that, I guess. In ‘celebration’ of my recent spate of over-working myself, I’m presenting the most industrious of cleric domains for Day 2: Clockwork OR Artifice! Continue reading