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!


Wednesday, August 29, 2018

Clerics of Sif, Part I

Sif
Neutral Norse Goddess of Wifehood, the Harvest, & Blondness

Tenets of Sif
* Be a good wife, putting your husband and family first
* See to the earth’s bounty, fighting to protect it and yours if need be
* Show off your beautiful, blond locks

Clerics of Sif
Special: Sif is served by female clerics and priestesses who are always fair-haired.
Allowed Weapons: Longsword, spear, axe
Allowed Armor: Chainmail or lighter
Holy Symbol: Sheaf of Grain, Lock of Blond Hair, Upturned Sword
Can Turn: Thieves, Barbers
Mysteries of Sif: Up to once per day per level, a cleric of Sif can immediately cast one of her spells on a target that she hits with her sword.

Magical Side-Effects
The magic of Sif can be light and loving, though it may require the harvest scythe too. Roll 1d12.

1. To Reap and Sow: It is time for what has been given to be returned. Either the spell’s recipient (if beneficial) or the cleric (if not) takes 1d4 damage, though 1d6 inches of blond hair or 1d6 sheaves of grain would count instead.

2. For Bounty’s Sake: The spell’s target must have taken care of his or her spouse, family, and/or land within the last 24 hours, otherwise he or she may only receive harm from the spell.

3. Loki-Shorn: It seems that the Trickster has crept in, robbing the cleric and leaving her nearly bald! She suffers a -6 penalty to all her charisma-related rolls until her hair grows back the next day.

4. Amber Waves: The cleric must be in a field or have at least two other blondes nearby. If not, then the spell only has 50% of its usual effect.

5. Fair Place: A 120’ radius from where the spell is cast becomes blessed by Sif, bestowing to all who are there a +3 bonus to saves when it is touched by sunlight.

6-8. No Side-Effect: The magic works normally now.

9. In Loving Fields: The cleric must be with her husband and/or stroll nude around fields for 1d6 minutes at her earliest opportunity, though the spell gains a 50% bonus to its effect, range, or duration right away.

10. Virtue Wife: If she is married and has remained faithful, then the cleric’s magic works with 50% extra effect, range, or duration.

11. Sword Maiden’s Cry: As long as the cleric holds her sword aloft and yells (making it very obvious to all that she has cast the spell), then it works for double its normal effect, range, or duration.

12. The One with Golden Hair: Thanks to the grace of Sif, the cleric’s hair grows more shimmering bright, permitting the spell to have double its effect, range or duration, as well as it not being expended that day. In addition, it grants her a +2 bonus to all charisma-related rolls for the next 1d6 hours thanks to its radiance.

DCC RPG Conversion notes:
Can turn= Unholy creatures
Charisma= Personality
Spell not expended that day= +2 bonus to its spell check


Next week: clerics of Sif, Part II!



Wednesday, August 22, 2018

Clerics of Heimdall, Part. III

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

LABYRINTH LORD
1st Level: Command, Cure Light Wounds, Detect Evil (or any invaders), Light (appearing rainbow-colored or white), Protection from Evil (+2 vs. those who are also invaders), Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Detect Snares and PitsD, Faerie FireD, Enlarge* (also turns target pure white for the duration), Hold Portal*

2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant (by blowing his horn), Reveal Charm, Silence 15’ Radius, Spiritual Weapon (appears wielded by a phantom sentinel), Detect Invisible*, Arcane Lock*, Strength* (on defenders only)

3rd Level: Continual Light (rainbow or white), Cure Blindness, Cure Disease, Dispel Magic, Rune of Warding (as Glyph of Warding), Locate Object, Prayer (by blowing his horn), Remove Curse, Striking (on weapons used by defenders), Clairaudience*, Clairvoyance*, Infravision*

4th Level: Create Food and Water, Cure Serious Wounds, Detect Lie, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius (+2 vs. those who are also invaders), Arcane Eye*, Fear* (vs. invaders only)

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Flame Strike (appears as a rainbow bridge striking), Quest, Plane Shift, True Seeing, Secret Chest* (which need not be expensive), Wall of Stone* (can also be used to make bridges)

6th Level: Blade Barrier, Find the Path, Heal, Word of Recall, Guards and Wards* (can be used to guard any area, not just strongholds)

7th Level: Astral Projection, Gate, Holy Word (by blowing his horn), Restoration, Symbol, Wind Walk (a rainbow bridge appears underneath), Prismatic Wall*


DCC RPG
1st Level: Blessing, Detect Evil (or any invaders), Food of the Gods, Holy Sanctuary, Paralysis, Protection from Evil (+2 vs. those who are also invaders), Resist Cold or Heat (cold only), Second Sight, Word of Command, Sequester*, Ward Portal*

2nd Level: Banish, Cure Paralysis, Divine Symbol, Neutralize Poison or Disease, Restore Vitality, Color Spray*, Enlarge* (also turns target pure white for the duration), Detect Invisible*, Locate Object*, Scare* (vs. invaders only), Strength (on defenders only)

3rd Level: Bolt from the Blue (appears as a rainbow bridge striking), Exorcise, Remove Curse, Spiritual Weapon (appears wielded by a phantom sentinel), True Name (can then be evoked by blowing his horn), Dispel Magic*, Planar Step*, War Horn of Valhalla* (as War Horn of Elfland, but summons Einherjar- Norse warriors with similar stats- instead)

4th Level: Sanctify, Levitate* (via summoning a rainbow bridge to walk upon), Ward Bridge* (as Ward Portal, but works on bridges too), Wizard Sense*

5th Level: Righteous Bifrost (as Righteous Fire, but is rainbow destruction), Whirling Doom, Magic Bulwark* (appears prismatic)




Avatar of Heimdall
Align: L
MV: 35’
AC: -2
HD: 22
Atk: 1 sword
Dmg: 7d8
SP: Heimdall cleric spells/abilities (caster level 22)
Magic Resistance: 50%
SV: F22
Mor: 12

Ever vigilant and noble, a Heimdall avatar appears as a very white norseman in both complexion and garb, though he may disguise himself to test the senses of the faithful from time to time. In any case, he is often sent to check on key clerics, priests, and other guardians, making sure they stay true to their wards and also if they need any assistance, which he will happily render if the former is the case. If not, then it is the guardian who will need to more closely watch himself!

DCC RPG stats: Init: +10; Atk sword +30 (7d8 +15); AC 24; HD 22d10; MV 25’; Act 2d24; SP Heimdall cleric spells/abilities (caster level 22), crit on 20-24; SV Fort +24, Ref +18, Will +24; AL L. 



Heimdall Encounters
1. The party comes to a 2d6 x 10’ long bridge that is made of (roll 1d6): [1-3] stone, [4] wood, [5] iron, 
[6] rainbow energy. There is a 75% chance that a follower of Heimdall is present to stand watch. If not, then he has either been overrun or will be back within 1d20 minutes (equal chance of either).

2. Unfortunately, a random, unlucky party member is challenged by 1d4+1 guards who are faithful to Heimdall. He or she has a base chance of being brought into custody depending on his or her alignment, modified of course by any other ‘interactions’ that might occur: Lawful (25%), Neutral (50%), Chaotic (99%).

3. Beyond all reason, a non-Bifrost bridge rainbow that touches the ground is found. It (roll 1d6): [1] has a singing frog playing a banjo, [2] can be walked upon, allowing (unguarded) travel to Asgard, [3] has 2d3 people acting very ‘argr’, [4] causes the party to debate for 1d6 turns about where the rainbow actually ends (save negates), [5] has singing, gnome-like beings who like falling houses and fear witches, [6] marks where a pot of gold with 1d4 x 100 coins is. In all cases, followers of Heimdall will not be pleased.

4. A pale norseman clothed in white watches over this area. He turns out to be a (roll 1d6): [1-3] Heimdall cleric, [4] Heimdall paladin, [5] Heimdall priest, or [6] Heimdall avatar. No matter the situation, he will certainly take a dim view of any invaders or others who are not where they should be.

Next week: clerics of Sif, part I!

Wednesday, August 15, 2018

Clerics of Heimdall, Pt. II

Divine Tests (Heimdall)
Long bridges make for good neighbors, especially when such bridges are well-guarded.

1-4. Hark! Who goes there? The cleric of Heimdall need be ready, taking a total of 1d4 damage along with a penalty to all his rolls equal to his divine test result (-1 to -4). The former can be healed via normal rest; the latter reduces by 1 for every intruder that he is first to notice and challenge.

5-9. To better understand guardianship, Heimdall sequesters some of his cleric’s spells (50% chance for each one) including possibly his turn ability. The cleric must do one of the following in order to be able to use each one again. Roll 1d8.
[1] Sleep less than a bird, taking a –2d6 penalty to all his rolls for the rest of the day, due to tiredness.
[2] Happen to spot someone at a great distance.
[3] Notice a faint sound.
[4] Send an invader back to their homeland (or appropriate afterlife if they resist).
[5] Return an expensive item back to its rightful owner, thus maintaining social station.
[6-8] Guard a bridge or other boundary for at least 2d3 hours.

10-14. Now the Bridge Lord takes a more direct interest in the cleric, empowering him to be an even more capable sentinel. Roll 1d5 to see what permanent change occurs.
[1] White Guardian: Like his god, the cleric turns pure white and shimmers in an ivory light, appearing larger and gaining a +2 CHA bonus when dealing with goodly folk, but also a -6 penalty to remaining hidden.
[2] Watchman’s Sense: The cleric can see and hear with a +6 bonus, though he must save vs. spell in order to enter an area in which he would clearly be intruding.
[3] Rainbow Divide: As with Great Bifrost above, the cleric can now detect the presence of bridges and other portals within 120’ at will, though he must save vs. death to avoid also having to guard said bridge or portal for the next hour. The bands of the rainbow only appear when separated; vigilance requires they be kept apart.
[4] Gullintanni & Gulltoppr: The cleric’s teeth and hair turn golden, allowing him to pick one spell that he knows and reroll any roll for it up to once per day. In return, he cannot learn the next spell that he would have learned upon gaining a new level or the like. Such is the need to protect what is already had and known at the expense of change.
[5] Born of Nine Sisters: Sent across the Rainbow Bridge, the cleric will vanish to reside in a random Norse Otherworld for the next 24 hours (see Volume I). Upon his return, he can now sense which world he is on at will, as well as determine from where another hails. So much the better for keeping watch against intrusion.

15-17. Who will guard the pass? At the next bridge or other borderland, the cleric (and his allies, if any) will be attacked by invaders that will pursue unto death unless slain first. Roll 1d4 to see who he must attempt to send back to the shadows:
[1] 1d2 Hill giants
[2] 1d3 Trolls
[3] 3d4 Foreign warriors
[4] 3d4 Orcs or goblins

18+ Gjallarhorn will resound to wake the Gods to make ready for Ragnarok. The Heimdall cleric hears it, though only in preparation, for vigilance is essential for when that day truly comes. For now, he is sent to Bifrost to make ready for 1 day per divine test total over 17. What is more, he only has a 75% chance of returning after each day, for the Rainbow Bridge is where he would most wish to dwell. Roll for each day gone, also granting the cleric 1% bonus experience for each day if he does return, though just one failure means that he doesn’t.

DCC RPG Conversion notes:
Turn ability= Turn unholy ability
Save vs. death= Will save DC 10
Save vs. spell= Will save DC 15


Next week: clerics of Heimdall, Part III!


Wednesday, August 8, 2018

Clerics of Heimdall, Part I

Heimdall
Lawful Norse God of Borders, Bridges, & Guardianship

Tenets of Heimdall
* Ensure that folk remain in their place, whether it be homeland or caste
* Assist guardians in bridging the worlds to defeat monsters
* Remain ever vigilant against incursion


Clerics of Heimdall
Special: Heimdall is served by clerics, paladins, and priests.
Allowed Weapons: Sword (any), spear, horn (as club), dagger
Allowed Armor: Chainmail and shield or lighter
Holy Symbol: Horn, the color White, Rainbow Bridge
Can Turn: Invaders
Mysteries of Heimdall: Being quite stalwart, clerics of Heimdall gain a +1 bonus per level to all saves and detection rolls when defending an area.


Magical Side-Effects
Those who provide sentry in the name of Heimdall must watch over their charges carefully, but they can also be granted greater aid in doing so. Roll 1d12.

1. Guardian’s Debt: A true protector must be willing to sacrifice much. 1d4 damage is taken, either by the spell’s recipient (if beneficial) or by the cleric (if not). Otherwise, an object worth 1d6 gold pieces per spell level would be acceptable.

2. Shame unto Trespassers: Heimdall’s horn resounds and the spell’s target must save vs. death or take 2d2 damage to their Charisma from the embarrassment. Those who do save won’t gain any benefits from the spell though.

3. Hljóð Given: Like the Allfather did with his eye, the cleric must surrender either his voice or an ear for the next 1d6 hours. In the former case, he can say nothing, but can still cast spells by blowing his horn. In the latter, he suffers a -6 penalty to all hearing-related rolls.

4. Sentinel of Himinbjörg: The cleric must be at a boundary area or the spell must deal with the same. Otherwise, it only works at 50% its normal strength. 

5. Bridge Lord’s Warding: The area becomes watched over by Heimdall, granting a +2 AC bonus to all within 120’ of the casting.

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

9. Huscarl Spell: Though the magic works with a 50% bonus to its effect, range, or duration, the cleric may not initiate any attacks for the next 1d6 minutes unless his lord or land are under direct threat.

10. Honor Unto Sentry: If the spell would provide protection or otherwise help those guard an area via divination, then its effect, range, or duration can be bolstered by 50%.

11. Gjallarhorn: If the cleric blows his horn, then the spell works for double effect, range, or duration.

12. By Bifrost’s Light: The great rainbow bridge shimmers above, allowing the spell to work for double its effect, range or duration, as well as it not being expended that day. What is more, Heimdall grants the recipient a +1 bonus to AC and a +6 to listening and hearing–related rolls for the next hour if the spell is meant to help them.

DCC RPG Conversion notes:
Can turn= Unholy creatures
Charisma= Personality
Save vs. death= Will save DC 10
Save vs. spell= Will save DC 15
Spell not expended= +2 bonus to its spell check


Next week: clerics of Heimdall, Part II!