Wednesday, October 17, 2018

Clerics of Ares, Part II

Divine Tests (Ares)
Battle will harden the strong just as it will destroy the weak. Ares’s cleric must prove himself as the former or die as the latter.

1-4. Fight harder! Does the cleric serve Ares well enough? He will see, causing his cleric a -1d4 penalty to all his rolls for the next 1d6 hours, double if they involve any non-violent action.

5-9. You don’t need magic to shed blood! The cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability until he does one of the following. Roll 1d4 to determine what that is, since having his magical power restored would certainly help.
[1] Attack the next person he sees, continuing to fight them for a minimum of 2d3 rounds if they are at least reasonably worthy.
[2] Train for 2d6 hours, though actual battle is preferable, requiring just 2d6 minutes instead.
[3] Slay 1d6 HD worth of foes in very gory ways.
[4] Inflict 1d4 damage upon himself for the next battle he stops or backs down from. The cleric should be always ready to fight, always to the death, or else will make himself pay for it.

10-15. The cleric may be a great warrior, yes, but Ares will make him greater from now on. Roll 1d4.
[1] Blood Fighter: Some might like full panoply, but the cleric will only wear a helmet and shield now, even when such protection isn’t needed (granting an AC of 6 vs. attacks from the front; AC 8 vs. attacks from behind). What is more, those items can never be taken from the cleric except by divine intervention or upon death and he also gains a +1 bonus to his damage rolls.
[2] War Emissary: Some might spread peace, but Ares only spreads war. All who fight within 60’ of the cleric must save vs. death if they wish to stop (unless already slain), though they do gain an extra free attack every 3 rounds in any case.
[3] Chosen of Eris: Whenever the cleric fells a foe in melee, he must save vs. death or have to target the next closest foe, gaining an extra free attack. If no foes are available, then he will attack allies, crying ‘havoc’ and let slip his slaying sword!
[4] Bride-Taker: The cleric gains a +5 bonus to rolls dealing with beautiful women and Aphrodite along with a -5 to all rolls when dealing with smiths and Hephaestus, thanks to the notoriety of Ares. These modifiers apply to social interaction, combat, magic, logistics, and the like.

16-17. This... is... BATTLE! The cleric and his allies are soon beset by a more numerous force, though they can steel themselves to slay many anyway. Within 2d3 rounds the foes arrive, being 1d4+1 times the cleric and his allies in number (x2 to x5) and have the following stats:

Mve: 35’; AC 6; HD 1; Attk: 1 short sword or spear; Dmg: 1d6; Sve: F1, Mor: 8

Luckily, the cleric and his allies gain a +1d6 to all attack and damage rolls during this time, hopefully causing as much carnage as possible.

18+ Some, whether Aloadae giants or vengeful Hephaestus, might try to constrain the power of Ares. The cleric so too becomes unable to move for 1 day per divine test result over 17, relying only on his internal might and any faithful companions to survive. Still, like his god, the power of Ares cannot be held for long and the cleric will also be freed after that time; that is, if no one slays him first.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
AC 6 & 8= AC 13 & 11
Save vs. death= make a Will save DC 10
Stats for foes for results #16-17: Init: +2; Atk short sword or spear +2 (1d6); AC 13; HD 1d8; MV 25’; Act 1d20; SV Fort +2, Ref +1, Will +0


Next week: clerics of Ares, Part III!



Wednesday, October 10, 2018

Clerics of Ares, Part I

Ares
Chaotic God of War, Violence, and Bloodshed

Tenets of Ares
* Wage war, winning by any means necessary
* Revel in violence
* Shed blood freely
* Return either with your shield or upon it

Clerics of Ares
Special: Ares is served by clerics and fighter-clerics who are almost always male.
Allowed Weapons: Spear, short sword, dagger, mace, javelin, short bow
Allowed Armor: Any, or just a helm and shield
Holy Symbol: Spear, Sword, Helm, Shield, Dog, Vulture
Can Turn: Pacifists, those who are unarmed
Mysteries of Ares: Clerics of Ares can gain a +3 bonus to one of their weapon damage rolls, up to once per day per level.

Magical Side-Effects
The brutality and fear of warfare comes easily to Ares and so too his magic. Roll 1d12.

1. By the Hysminai: The spell must aid those intent on violence and/or cause direct damage itself, otherwise it will not function. Still, a sacrifice worth 1d6 gold pieces per spell level will do instead, preferably one of war or a dog.

2. Phobos Near: Son of Ares, fear accompanies this spell. The target must save vs. death or suffer a -2 to all rolls for the next 2d3 rounds.

3. Call of Eris: If beneficial, then the spell’s recipient goes into a murderous rage for 1d3 rounds, attacking anyone he or she encounters during that time. If not, then it is the cleric who is so affected, though he likely won’t mind the strife he causes.

4. Battle’s Din: Unless cast in a place where blood has recently been spilled in combat (up to 1d6 rounds ago), the spell only has 1/2 its normal power. Ares’s cleric would therefore do well to make sure such violence occurs often!

5. Mark of the Spartan: If the magic is meant to be helpful, then the recipient must be armed for it to work. ‘Tis the killing way.

6-8. Standard Magic: The spell occurs without side-effect this time.

9. Roar of Deimos: Ares’s other son grants the spell a 50% bonus to its effect, range, or duration, but also causes terror in all within 120’. Those who fail to save vs. spell must flee the area for 1d3 rounds.

10. Tithe to Enyo: If the cleric attacks the next remotely worthy opponent he sees, then the spell’s effect, range, or duration can gain a 50% bonus. Such warfare pleases Ares’s sister-wife.

11. Thrust of Power: The magic occurs for double the effect, range, or duration, but only if the cleric stabs the spell’s target with a sword or spear soonafter, or does unto a partner with his own.

12. Blessing of War: Ares forces the magic to have twice its effect, range, or duration, plus it is not expended and can be cast again that day. Also, if it’s meant to benefit the target, he improves their rolls to hit by 2 for the next 1d6 hours as long as they fight aggressively.

DCC RPG Conversion notes:
Fighter-clerics= Warriors who reduce their deed die by 2 in return for being able to cast 1 cleric spell per level
Can turn= Unholy creatures
Save vs. death= make a Will save DC 10
Save vs. spell= make a Will save DC 15
Spell not expended that day= +2 bonus to its spell check
Rolls to hit= attack rolls


Next week: clerics of Ares, Part II!



Wednesday, October 3, 2018

Clerics of Surtr, Part III

Cleric Spells (Surtr)
Clerics of Surtr have access to the following spells:

LABYRINTH LORD
1st Level: Command, Create Water (reverse), Cure Light Wounds (reversible), Light (reverse), Remove Fear (reverse), Burning Hands*, Enlarge*, Manipulate Fire*

2nd Level: Bless (reverse), Hold Person, Resist Fire, Spiritual Weapon (held by a phantom fire giant), Fire TrapD, Heat MetalD, Produce FlameD, Darkness Globe*, Pyrotechnics*, Stinking Cloud* (smoky), Strength*

3rd Level: Continual Light (reverse), Cure Blindness (reverse), Cure Disease, Dispel Magic, Remove Curse (reverse), Rune of Warding (as Glyph of Warding), Striking, Protection from FireD, Explosive Runes*

4th Level: Cure Serious Wounds (reversible), Divination, Lower Water, Neutralize Poison, Flash FireD, Temperature ControlD (hotter only), Darkball (as Fireball*, but also causes darkness for 3d4 rounds), Fire Trap*, Flame Charm*, Summon Monster* (hellhound), Wall of Fire*

5th Level: Cure Critical Wounds (reversible), Flame Strike (very dark fire), Plane Shift (to Muspelheim only), Cloudkill* (noxious smoke), Teleport* (from one fiery area to another), Polymorph Self* (fire giant or hellhound forms)

6th Level: Heal (reverse), Fire SeedsD, Conjure Elemental* (fire only)

7th Level: Fire StormD, Incendiary Cloud*, Magic Sword* (made of fire!), Summon Demon* (rufendr- see below), Summon Monster* (fire giant)


DCC RPG
1st Level: Darkness, Paralysis, Resist Heat (not cold), Word of Command, Choking Cloud* (smoky), Enlarge*, Flaming Hands*

2nd Level: Binding, Cure Paralysis, Curse, Neutralize Poison or Disease, Fire Resistance*, Scorching Ray*, Strength*

3rd Level: Bolt from the Blue (as dark fire), Spiritual Weapon (wielded by a phantom fire giant), Consult Spirit* (beings of fire only), Dispel Magic*, Monster Summoning* (hellhound), Planar Step* (from one fiery place to another)

4th Level: Desecrate, Control Fire*, Darkball (as Fireball*, but also causes darkness for 3d4 rounds), Polymorph* (self- fire giant or hellhound forms)

5th Level: Muspel Fire (as Righteous Fire, but is quite dark and pernicious), Monster Summoning* (fire giants or rufender only)


Rufendr (Muspelheim Demon)
Align: C
MV: 45’
AC: 0
HD: 9
Atk: 2 claws
Dmg: 2d4
SP: demon resistances and abilities, immune to fire, takes double damage from cold, touch causes 1 fire damage per round
SV: F9
Mor:9

These beings of blackened flame exist only to burn and rip asunder with their terrible claws, radiating intense heat that causes 1 fire damage to all who touch them each round. Each rufender will continue to destroy all it encounters until either destroyed itself or sent back to its fiery home- Muspelheim!

DCC RPG stats:
Init: +9; Atk claws +12 (2d4+3); AC 19; HD 9d12; MV 35’ (fly 40’); Act 2d20; SP demon traits, immune to fire, takes double damage from cold, touch causes 1 fire damage per round; SV Fort +7, Ref +7, Will +3; AL C. 


Avatar of Surtr
Align: C
MV: 60’
AC: -4
HD: 25
Atk: 1 flaming sword
Dmg: 10d8
SP: Surtr cleric spells/abilities (caster level 15), cause fear (save vs. death negates), immune to fire, takes double damage from cold, touch causes 2d6 fire damage per round
Magic Resistance: 35%
SV: F25
Mor:11

Enormous, dark, and fiery, a Surtr avatar can appear as a colossal, blackened fire giant or simply as a titan of shadow and flame. No matter what form it takes, those who see one and don’t have the good sense to run away screaming may have to do so anyway (if they fail their save). The unknowing might even think it some sort of gigantic demon or devil, but Surtr only wishes to burn the world to ashes, caring not for souls or corruption. So too do his avatars, dutifully slaying with their enormous, blazing swords all non-fire giants that cross their paths and causing 2d6 fire damage per round to any who are foolish enough to touch them.

DCC RPG stats:
Init: +3; Atk flaming sword +32 (10d8+12); AC 24; HD 27d10; MV 30’; Act 2d24; SP Surtr cleric spells/abilities (caster level 15), crit on 20-24, cause fear (Will save DC 10 negates), immune to fire, takes double damage from cold, , touch causes 2d6 fire damage per round; SV Fort +25, Ref +5, Will +18; AL C.


Surtr Encounters
1. Those holding a satanic ritual mispronounce one word and summon a powerful denizen of Muspelheim instead. It is a (roll 1d4): [1] rufendr, [2] avatar of Surtr at half strength and size, [3] fire giant jotun that burns like an elemental for 1d6 damage per round, [4] cleric of Surtr. The being will likely incinerate the satanists (a base 75% chance), though if not, it will otherwise spare and lead them to greater destruction of the surrounding area. No matter the result, the party will be left to deal with the smoky aftermath.

2. A battle is occurring between two different groups of fire giants: some with pale skin, others blackened. There are 1d4 on each side, serving either Sinmara or Surtr respectively, at war with each other even though their patrons are married in Muspelheim (or because of it!) The survivors will then attack the party unless they wisely take steps before then.

3. The area grows dark and a random, unlucky party member catches fire. He or she takes 1d6 damage per round until extinguished, also having a 50% chance of each of his or her garments and possessions being destroyed in the conflagration. Surtr likes that.

4. Here within a fell temple of braziers and basalt, Surtr is worshipped. Those who venture inside will find 1d4+1 clerics of his along with 1d4-1 anti-paladins, 2d4 hellhounds, 1d6 fire giants, and 2d4 sacrifices made ready (frost giants and/or followers of Freyr). Of course, the clerics and anti-paladins will likely be fire giants too (a base 70% chance) and also have a 25% chance of both being blessed with a change from divine tests #9-14 and suffering from pyromania thanks to divine tests #15-16.


Next week: we take a look at more Greek divinities, starting with clerics of Ares!


Wednesday, September 26, 2018

Clerics of Surtr, Part II

Divine Tests (Surtr)
The doom of fire and darkness will someday consume the world and even the gods. Until then, Surtr will offer a taste.

1-3. Do you smell smoke? A random object catches fire, destroying it, causing 1d4 damage to any adjacent per round of contact, and even possibly spreading if flammables are nearby. Roll 1d4 again to see what it is: 
[1] one of the cleric’s garments, [2] an item on the cleric’s person, [3] an object adjacent to the cleric, [4] an item or object in a random direction of the cleric, up to 1d4 x 5’ away.

4-8. Surtr likes to burn things! His cleric loses access to some of his spells (50% chance for each one) including possibly his turn ability until he does so too. Roll 1d4 for each one lost to see what he must do to recover it.
[1] Extinguish a light, whether by ruining someone’s hopes, corrupting a bloodline, or blackening the sky for most of the day.
[2] Spread fire. Burning down a structure or immolating others will do, preferably both at the same time.
[3] Assist Fire Giants or similar folk for at least 1 hour. They are good at burning things.
[4] Slay a follower of Freyr or similar fertility deity while laughing maniacally.

9-14. When Ragnarok comes, the cleric must be ready. In preparation for this, Surtr changes him forever and, if not so empowered before, grants him immunity to damage from fire but also double damage from cold from now on. Roll 1d5.
[1] Hair Aflame: Though they likely are red already, the cleric’s hair and beard ignite and never stop burning. What is more, he can now also sense the presence of fire within 1/4 mile at will and will himself always have an easy way of starting more.
[2] Scathe of Branches: Like a true, elemental Jotun, the cleric radiates intense heat, causing 1d4 fire damage to all who are adjacent to him. If he happens to experience this particular test result twice, then his body actually appears to be on fire and the damage extends to all within 10’ of him, burning trees and anyone or anything that’s close enough.
[3] Dark One: Though not all fire giants have blackened skin- the followers of Surtr’s consort Sinmara are notably pale- his faithful certainly aspire to a countenance of jet. The cleric is so changed, permanently emitting the fear effects of a Blackening Spell (Magical Side Effect #9) while also clearly marking him as an agent of evil.
[4] Forged of Iron: The cleric becomes further hardened, being able to ignore up to 4 damage per round, though he also becomes 10’ slower as he can only now lumber forth.
[5] Burning Eyes: Surtr’s fire lights within the cleric’s eyes now, unnerving those who meet his gaze. Up to one of the cleric’s foes per round must save vs. death or suffer a -4 to all rolls until they look away.

15-16. Now the cleric becomes addicted to Surtr’s flames. Whenever he encounters a new item, structure, or individual, he must save vs. death to resist attempting to ignite it, even if doing so would go against his long-term plans. What is more, for every time he experiences this test, the save becomes 3 harder. This is what happens when one plays too much with fire.

17+ Someday, the sons of Muspel will ride forth and break Bifrost bridge asunder. Until then, there is a mighty explosion, pouring forth deadly heat, smoke, liquid stone, and flame from Surtr’s fiery realm! All within a 120’ radius of the cleric have 2d4 rounds to escape or take 6d6 damage per round in the inferno (even those who would otherwise be immune to fire still take 1/2 damage). What is more, for every divine test result over 17, increase the radius by 60’ but not the time to escape.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
Save vs. death= make a Will save DC 10



Next week: clerics of Surtr, Part III!


Wednesday, September 19, 2018

Clerics of Surtr, Part I

Tenets of Surtr
* Bring darkness to the world
* Burn all who oppose you
* Increase the power of Fire Giants
* And savor destroying the followers of Freyr in particular!


Clerics of Surtr
Special: Surtr is served by clerics and anti-paladins who are usually fire giants or at least have some fire giant blood.
Allowed Weapons: Sword, hammer, axe, spear
Allowed Armor: Any metal armor and shields
Holy Symbol: Fire, Sword, Scorched Things
Can Turn: Enjoyers of Fertility, Cold Beings, Those with a CHA of 14+
Mysteries of Surtr: Up to once per day per level, a cleric of Surtr can add 1d6 damage to his attack with his sword by engulfing it in fire.


Magical Side-Effects
With scorching darkness and dreadful flame, the magic of Surtr burns all the same. Roll 1d12.

1. Immolation! The spell requires a living sacrifice by the stroke of midnight, slain by fire of course and having an HD equal to the spell’s level or more. If the victim is a type of being that the cleric can turn though, then only 1/2 the HD is needed. In any case, failure to provide one in time provokes Surtr’s wrath (via a divine test).

2. Scorch: Either the spell’s recipient (if beneficial) or the cleric (if not) takes 1d4 damage (from fire!), though burning an item worth at least 1d6 gold pieces per spell level would do, even if it wouldn’t be as much fun to watch.

3. Burn Them All! Surtr now takes a more direct interest in the spell’s target, burning them for 1d6 damage! They can save vs. breath weapon to avoid it, but then cannot reap any benefit from the spell.

4. By Smoke and Cinder: The cleric must be in a place of heat and/or darkness. Otherwise, the spell only has 50% of its usual power.

5. Scent of Muspelheim: The area within 120’ becomes more like Surtr’s realm, the plane of ash and conflagration. Due to the sweltering heat and blackness, all cold beings and those who enjoy light suffer a -1 penalty to all rolls while there.

6-8. Standard Magic: The spell works without side-effect this time.

9. Blackening Spell: The cleric turns charred and swarthy-smoky for the next hour, causing all non-Surtr followers to save vs. spell or flee in fear from him for 1d4 rounds. Still, the spell gains a 50% increase to its effect, range, or duration, so any friends he might lose as a result will be worth it.

10-11. Sign of the Eldjotnar: If fire is present or it is dark, then the cleric’s magic works with a 50% bonus to its effect, range, or duration. If both are there, then one can be doubled.

12. Devastation of Flame: Surtr is pleased and augments the spell for double its effect, range, or duration, as well as it not being expended that day. In addition, it grants a +1d6 fiery bonus to all of the cleric’s damage rolls for the next 1d3 turns.

DCC RPG Conversion notes:
Can turn= Unholy creatures
(CHA) Charisma= Personality
Save vs. breath weapon= make a Reflex save DC 15
Save vs. spell= make a Will save DC 15
Spell not expended that day= +2 bonus to its spell check


Next week: clerics of Surtr, Part II!



Wednesday, September 12, 2018

Clerics of Sif, Part III

Cleric Spells (Sif)
Clerics of Sif have access to the following spells:

LABYRINTH LORD
1st Level: Create Water (as rain), Cure Light Wounds, Detect Evil (including thieves), Light, Protection from Evil (+2 vs. barbers), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Detect Snares and PitsD, EntangleD (in fields only), Pass without TraceD, Allure*, Charm Person*, Mending*, Shield*

2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, Reveal Charm, Spiritual Weapon, Find PlantD, Arcane Lock* (in homes only), False Gold* (on hair)

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Rune of Warding (as Glyph of Warding), Locate Object (if it’s yellow or golden-colored), Prayer, Remove Curse (reversible), Striking, Plant GrowthD (crops only), Protection from Normal Missiles*, Tiny Hut*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Neutralize Poison, Protection from Evil 10’ Radius (including thieves), Hold Vegetation and FungusD, Repel VerminD, Move Earth* (Lesser; in fields only), Enchant Arms* (swords)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Commune with NatureD (only in fields or meadows), Polymorph Self (landvaettir: see Volume I for stats)

6th Level: Animate Objects (if made of gold), Find the Path, Heal, Summon Aerial Servant, Transport via PlantsD (crops)

7th Level: Regenerate, Restoration, Wind Walk, Animate MineralD (gold)


DCC RPG
1st Level: Blessing, Detect Evil (including thieves), Food of the Gods, Holy Sanctuary, Paralysis, Protection from Evil (+2 vs. barbers), Resist Cold (but not heat), Second Sight, Field Walk* (as Forest Walk, but works in fields instead), Charm Person*, Magic Shield*, Mending*, Runic Alphabet (Mortal)*, Ward Portal* (in homes only)

2nd Level: Banish, Cure Paralysis, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Locate Object* (if it’s yellow or golden-colored)

3rd Level: Remove Curse, Spiritual Weapon, Breathe Life* (if made of gold), Consult Spirit* (nature spirits only), Dispel Magic*, Sword Magic*

4th Level: Sanctify, Levitate*, Polymorph* (self- landvaettir: see Volume I for stats)

5th Level: Fair Harvest Bond* (as Bottomfeeder Bond, but works with meadow and field beings instead), Sif’s Blond Bounty* (as Hepsoj’s Fecund Fungi, but involves blond hair and grain instead)



Avatar of Sif
Align: N
MV: 40’
AC: 1
HD: 19
Atk: 1 sword
Dmg: 4d8
SP: Sif cleric spells/abilities (caster level 22), modifiers based on hair color (see below)
Magic Resistance: 50%
SV: F19
Mor: 10


Golden blond: +2 caster levels, -1 HD, -1 to hit
Platinum blond: +1 caster level, -1 to hit
Blond: No modifiers
Dark blond: -1 caster level, +1 to hit
Red: -2 caster levels, +1 HD, +1 to hit

Beautiful, fair-haired wives all, Sif avatars can often be found in fields or assisting families who need their care. Those who are brighter blondes are more magical, but less martial, while the darker blondes and redheads emphasize Sif’s fighting aspect. No matter the case, they will work to support the faithful and those who cherish family and field the most, keeping a close eye out for barbers and thieves who might steal the goddess’s bounty.

DCC RPG stats: Init: +7; Atk sword +22 (4d8 +9); AC 21; HD 19d10; MV 30’; Act 2d24; SP Sif cleric spells/abilities (caster level 22), crit on 20-24, modifiers based on hair color (see above); SV Fort +18, Ref +20, Will +22; AL N.



Sif Encounters
1. Within the next field, one of the following is found (roll 1d6): [1] 2d4 golden waves of grain, [2] 2d4 blond workers, [3] a landvaettir (see Volume I), [4] a husband and wife enjoying time together, [5] a fair place (per Magical Side-Effect result #5, [6] a thief with stolen hair or grain (equal chance of either).

2. A random, unlucky party member wakes up the next day with his or her head shorn. They suffer a -6 penalty to all Charisma-related rolls until it grows back 1d6 days later. Finding a cleric of Sif will help remove the penalty right away, as well as catching the culprit who is of course a servant of Loki.

3. Whoever in the party who is wed, betrothed, or the like is tempted by a very attractive member of the contradictory gender. Giving in will earn Sif’s ire, causing a -1 penalty to all of the infidelitous one’s rolls until he or she fully atones. That the seducer is blond and nothing feels ‘just right’ afterwards (porridge, beds, fear of bears, etc.) will be a clue as to the curse’s cause.

4. A fair mother is busy at work at a nearby farm. Those who would gawk or do worse to her or her land are in for a surprise, for she is actually a (roll 1d6): [1-2] cleric of Sif, [3-4] priestess of Sif, [5] multiclass cleric-fighter of Sif, or [6] avatar of Sif. What is more, she has a 50% chance of currently undergoing divine test #15-17, so any with impure thoughts must also save or take 1d8 damage from a mysterious hammer strike!


Next week: clerics of Surtr, part I!

Wednesday, September 5, 2018

Clerics of Sif, Part II

Divine Tests (Sif)
Whether fair locks or wholesome grain, things may only grow to be reaped just the same. Nevertheless, they can still be enjoyed in Sif’s name.

1-4. Loki strikes, shearing off all of the cleric’s hair! She takes 1d4 total damage along with a penalty to her rolls equal to the divine test result (-1 to -4). The former can be healed with normal rest, but the latter can only be reduced by 1 for every day that her hair isn’t shorn again.

5-9. The fair wife cares for husband and family, while the fair field provides for them all. To grasp it better, the cleric loses access to some of her spells (50% chance for each one) including possibly her turn ability. She must fulfill one of the following tasks in order to be able to use each one again. Roll 1d4.
[1] Spend at least 2d2 hours caring for her husband and/or family.
[2] Tend to a field for 3d4 turns.
[3] Hit a foe in combat with her sword.
[4] Get at least 3 strangers to compliment her hair, fidelity, and/or her serving abilities (requiring successful Charisma checks).

10-14. Sif blesses her cleric with a permanent change, bringing her even closer to her goddess, but also some new challenges too. Roll 1d3.
[1] Goodmother: The cleric can no longer initiate attacks (though she can still certainly attack if she or her love ones are attacked first). In return, all of her children gain 1 level of fighter.
[2] Golden Locks: As with Sif, the cleric’s hair turns to actual gold, granting her a +2 Charisma bonus, but also making her a tempting target for thieves (since her hair is now worth 1d6 x 100 gold pieces), as well as bears and critiquing the temperature of porridge. If stolen, then not only is the bonus gone, but also 6 other Charisma too until it is made just right again.
[3] Land Held: The cleric’s property becomes fertile and abundant for the rest of the season, needing little care, though she herself becomes a landvaettar (nature spirit) for the next 1d3 days. During this time, she is quite potent, but unable to leave the place where this test occurs. See Volume I for stats.

15-17. None may gawk at the Wife of Thor! Similarly, any man who looks upon the Sif cleric with longing (and isn’t married to her), will be met with a mysterious hammer strike! For the next 24 hours, those who notice her and fail a save vs. spell (made 1 more difficult per her Charisma bonus) will suffer 1d8 damage.

18+ Much will be lost when Loki takes, but new wonders can also be returned in their stead. The cleric loses all her hair and powers for 1 full day per divine test total over 17. Once that concludes though, she receives an item along with the rest that can then be given to her love ones. Roll 1d4: [1] a +1 spear, 
[2] a canoe that can be shrunk to pocket size, [3] a pet boar with a golden hide, [4] a +1 warhammer.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
Fighter= Warrior
Charisma= Personality
Save vs. petrification= Reflex save DC 15
Save vs. spell= Will save DC 15



Next week: clerics of Sif, Part III!