June 4, 2025 religion magic

Grand Unified Theory of Magic & Religion (for Fantastic Medieval Wargames)

Magic is the religion of the other.1

Remove the Cleric class. Instead, you have a library of supernatural forces that can be called upon. To do so, make a Reaction roll.

A supernatural force has Disposition. The Disposition lists the base dice to roll against the Reaction Table.

In these early versions, the Disposition is 2d6. All of the results are available by default. Fire is ubiquitous, and often responds. The Toothed Wind listens to those it has marked.


Crom, Master of the Mountain.

A stranger to joy not purchased in the blood of others. Rarely does he stir - better a champion tries and fails than comes to rely upon another.

Disposition: 2d4.


Rather than relying upon modifiers to the roll, as with Fire, you can instead change the dice rolled based on the actions of the invoker. Crom is likely to be displeased or ignore you; but calling upon him in a life-or-death battle turns one of those d4’s into a d6. Doing so whilst discarding armour might do the same.


When calling upon Crom for aid in battle, roll for Reaction. Modify this roll accordingly:

  • If aid is asked when the Champion is outnumbered at least 3-to-1, change a d4 to a d6.
  • If the Champion removes all armour, change a d4 to a d6.

Offerings can be made to Crom, although only the highest is counted. 2

  • Sacrificing a warhorse adds +1.
  • Sacrificing a captured enemy warhorse adds +2.
  • Sacrificing a weapon captured from an enemy leader adds +1.

On a Hostile result, Crom scorns the invoker as a weakling. They may never invoke his aid again.
On a Negative, Disinterested or Positive result, Crom offers no aid. A seat is prepared upon the mountain to welcome the dead champion.
On a Friendly result, Crom delivers aid indirectly: the arrival of allies, the discovery of a weapon or weakness, weather conditions favouring the Champion.

Minase of the Choked Word.

The language of a sorcery extinguished. The alphabet, force and personification unified into a single amalgam that requires death to be spoken. It is only invoked to learn those terrible spells deemed to awful to speak.

Disposition: 12 - (20d20).

When calling upon Minase for knowledge of sorcery, roll for Reaction. Modify this accordingly:

  • For each human being strangled by the invoker during the ritual, roll 1 less d20.
    • Victims sworn against sorcery remove 2d20 instead.

On a Hostile result, a black tendril of Minase obliterates the invoker and any assistants.
On a Negative or Disinterested result, Minase deigns to respond; the caster may learn spells equal to the number rolled for Reaction from Minase.
On a Positive result, the invoker learns the entire Codex of Minase.
On a Friendly result, the invoker is chosen by Minase to carry a fragment of their burning alphabet within their mind. They learn the entire Codex, and when casting these spells all effects are doubled.

Fetch Spirit

The invisible force conjured through the Wind Quickening ritual. They are capricious, and often twist meanings; especially as their time of death grows near.

Disposition: 2d10.

When asked to do something, roll Reaction. After the action, the largest remaining dice in the Disposition reduces in size by one, following the chain below. d10 -> d8 -> d6 -> d4 -> 0. Once both are size 0”, the Fetch disappears.

On a Hostile result, the Fetch wilfully misunderstands the command.
On a Negative result, the Fetch follows the command to the letter.
On a Disinterested result, the Fetch follows the command, understanding intention.
On a Positive or Friendly result, the Fetch follows the command and will pre-empt related tasks where possible.

The Patient Lord

A smile of stone or gold withstands the years. Through his suffering, the ability to ease the same in others is granted. Patron of healing and master of sutre.

Disposition: 0.

When calling upon the Patient Lord for aid in the healing of others, roll for Reaction. Modify this accordingly:

  • For each of the following garments worn, add 1d4 to the Reaction roll: Nettle Sandals, Four-Pound-Iron Bead Necklace, Knucklebone Bracelet, Flower-dyed Robe.
  • For each temple of the Patient Lord visited in the past month, add 1d4 to the Reaction roll.

On a Hostile result, the Patient Lord does not respond.
On a Negative or Disinterested result, those treated by the invoker heal at twice the normal rate.
On a Positive result, those treated by the invoker heal at three times the normal rate. Their wounds will never become infected.
On a Friendly result, those treated by the invoker are fully restored by their ministrations. The invoker is reduced to 1HP, and may not appeal to others for healing - magical or medical.

When calling upon the Patient Lord for protection against a foe, roll for Reaction.

  • If the enemy outnumber the invoker’s party, add 1d6 to the roll.
  • If the enemy are superior in arms to the party, add 1d6 to the roll.
  • If the invoker’s party has drawn the blood of the foe, subtract 1d6 from the roll.
  • If the invoker’s party have wronged the foe, subtract 1d6 from the roll.

On a Hostile, Negative or Disinterested result, the Patient Lord does not respond.
On a Positive result, the invoker’s party find a strong defensive position.
On a Friendly result, the invoker’s party find a hiding spot which the foe pass by unawares. Ambushes launched from this spot result in disaster.


Combining this with ritual magic (and here) gets pretty messy, but I think that’s okay. If anything, these things should feel messy - a big blob of diegetic religio-magical practices and beliefs.


  1. This phrase has been sitting in my notebook for ages. Apparently it’s from a book I’ve never read, Black Magic by Yvonne Chireau. Weird.↩︎

  2. This is obviously a great opportunity to encode cultural practices. Some rituals will be general knowledge; others hidden away, the knowledge secret or forgotten. The same goes for the existence of specific spirits entirely.↩︎


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