Wednesday, October 25, 2017

Shamans of Ukko/ Finnish Shamans, Part IV

Is your shaman ready for adventure? Illus: The Defense of the Sampo, Akseli Gallen-Kallela

Spells (Ukko)
Finnish Shamans have access to the following spells.

1st Level: Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil, Sanctuary, Animal CompanionD, Unseen Servant*

2nd Level: Augury, Bless, Delay Poison, Hold Person, Holy Chant, Snake Charm, Speak with Animal, Spiritual Weapon (held by a random type of spirit)

3rd Level: Cure Blindness, Cure Disease, Locate Object, Prayer, Remove Curse (reversible),

4th Level: Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius,

5th Level: Atonement, Commune, Cure Critical Wounds, Plane Shift, Raise Dead (also requires a drop of honey), Commune with NatureD

6th Level: Animate Objects, Find the Path, Heal, Stone Tell

7th Level: Astral Projection, Restoration, Summon Spirit (as Summon Aerial Servant, but can summon any type of spirit for the shaman to then request aid from)


Spells of Place
Finnish shamans can also access additional spells depending on where they commune each day. As described in Part I, the process takes 1d6 turns, allowing the shaman to gain a special ability. It also grants him access to up to 1d3 bonus spells of levels he can cast that day, determined at random. Note that a shaman can thereby gain a different selection of spells from two different forests, different fields, different mountains, etc., reflecting the great variation in the animistic world of gods and spirits in which they live. Consequently, mountains grant the highest level spells since it is the dwelling place of Ukko, chief of the pantheon, where he reigns at a point so high in reality that those who visit there must kneel.

Communion can be redone during the same day if the shaman spends 1d6 turns making offerings, chanting, drumming, and/or achieving trance states at a different place, but no matter what, he still can only cast the same number of spells each day as a cleric of the same level.

Field
1st Level: Light, Remove Fear, Faerie FireD
2nd Level: Continual Light, Detect Invisible*, ESP*
3rd Level: Plant GrowthD, Clairvoyance*
4th Level: Dispel Evil, Hallucinatory Terrain*

Graveyard
1st Level: Light (reverse), Remove Fear (reverse), Spider Climb*
2nd Level: Feign Death, Darkness Globe*, Scare*
3rd Level: Remove Curse (reversible), Speak with Dead
4th Level: Sticks to Snakes, Ray of Enfeeblement*

Forest
1st Level: EntangleD, Pass without TraceD, ShillelaghD
2nd Level: BarkskinD, Find PlantD, Web*
3rd Level: SnareD, Tree ShapeD
4th Level: Speak with Plants, Polymorph Self* (terrestrial animal forms only)

Mountain
1st Level: Command, Divine WeatherD. Enlarge*
2nd Level: Animal Growth, Feather Fall*, Strength*
3rd Level: Call LightningD, Gust of Wind*
4th Level: Passwall* (through natural stone only), Polymorph Self* (avian animal forms only)
5th Level: Control WindsD, Interposing Hand*
6th Level: Stone Tell, Summon Aerial Servant
7th Level: Control Weather, Wind Walk

Sauna
1st Level: Purify Food and Drink, Resist Cold, Allure*
2nd Level: Resist Fire, Obscuring MistD, Heat MetalD
3rd Level: Hold AnimalD, Haste* (reverse), Sleep*
4th Level: Charm Person*, Confusion*

Water
1st Level: Create Water, Purify WaterD, Manipulate Fire* (actually reduces heat)
2nd Level: Reveal Charm, Warp WoodD, Magic Mouth*
3rd Level: Water BreathingD, Insect SwarmD
4th: Level: Insect Plague, Polymorph Self* (aquatic animal forms only)


Finnish Wizard-Warriors
Not only do their shamans practice magic, but Finnish wizard-warriors have been known to do so as well. In the tradition of Vainamoinen and Lemminkainen, they can:
- Wield any weapon, have a fighter’s hit die, and may don chainmail armor and shields or lighter.
- May commune, but only at one type of place (field, graveyard, forest, mountain, sauna, or water - determined at character creation) and can only cast 1 spell per day per level.
- Can otherwise cast spells and save like Finnish shamans do and can even benefit from communing at their type of place each day (see Finnish Shamanism in Part I).

For example, a Finnish Sauna wizard-warrior can commune at a sauna or similar place each day to gain either a +6 Charisma bonus when dealing with Finns (and similar types) or ignore temperature extremes for 2d6 turns. He also only works with Sauna spirits when it comes to healing, divine tests, and gaining extra spells.

Mve: 40’; AC 6; HD: 1+2; Attk: 1; Dmg: by weapon; SP: limited Finnish shaman abilities; Sve: C1; Mor: 9; Align: N



Next week: We find out about a tyrannical demon lord: Uncle Steel Dwarf!


Wednesday, October 18, 2017

Shamans of Ukko/ Finnish Shamans, Part III


Divine Tests (Ukko)
1-4. The shaman takes a -1 penalty per Divine Test result to all his rolls (-1 to -4). It lasts until he spends at least 1d6 turns communing with the spirits and/or gods in a particular type of place. Roll 1d6 to see where he needs to go.
            [1] Mountain spirits/ Ukko, Illmatar
            [2] Forest spirits/ Tapio, Tellervo, Mielikki
            [3] Water spirits/ Ahto, Kylikki
            [4] Sauna spirits/ Illmarinen, Akka
            [5] Field spirits/ Peko, Paivatar, Kuutar
            [6] Graveyard spirits/ Tuoni, Tuonetar, Loviatar, Kalma

5-11. The spirits require placation, causing the shaman to lose access to some of his spells (50% chance for each one). Roll 1d6 and consult the list above to see what spirits of place need to be interacted with. Then roll 1d6 again for each spell lost to determine what he must do in order to regain it (note that the spell cannot be cast again until he does so!)
   [1] Commune at a type of place for 4d6 turns.
   [2] Leave fitting offerings for the spirits there (per Referee).
   [3] Drum and dance at a type of place for 1d6 turns. Also have a 50% chance of hallucinating (as per the Confusion spell) for 3d6 turns afterwards.
   [4] Travel in astral form to the spirit world version of that place, which takes 1d6 turns but also causes 1d3 damage to one of the shaman's ability scores (determined at random).
   [5] Battle a being or endure a peril in the area for 2d6 rounds, taking 2d6 damage.
   [6] It is actually a Finnish god or goddess who must be placated. Roll 1d6 again twice to see what else has to be done to regain the spell. Additional results of ‘6’ should then be rolled thrice, etc.

12-16. A spirit possesses the shaman or a nearby person, animal, or object. Though the one possessed will now benefit from special bonuses, the shaman must also save vs. spell to resist acting in a way that the spirit would promote- whether from direct influence of the spirit or by whomever or whatever it is possessing. What is more, the one possessed also experiences any of the restrictions the spirit might have (see Volume II).

First, roll 1d6 to see who or what is possessed. Note that even if the shaman is not himself possessed, the affected individual or object will stay with the shaman for the duration, attempting to affect his actions.
            [1-2] The shaman
            [3] The closest person in a random direction
            [4] The closest animal in a random direction
            [5] The closest object (including plant life) in a random direction
            [6] A random possession that the shaman is carrying

Then roll 1d8 to determine the type of possessing spirit and commensurate benefits the host receives:
            [1] Ancestral: gain the 1st level abilities of a random character class
            [2] Angelic: gain +4 to AC, saves, and rolls made against evil beings
            [3] Demonic: gain +2 to saves, “to hit” rolls, and damage
            [4] Elemental: gain immunity to harm from the element and +2 to damage
            [5] Fey: may reroll saves, initiative, and casting rolls once per round, but must keep 2nd result
            [6] Nature: gain +1 to all rolls made outdoors and the ability to cast a 1st level druid spell
            [7] Totemic: gain +4 to one ability score that matches the type of totem and also +10’ speed
            [8] Undead: gain +2 to AC, saves, and hit points unless in direct sunlight

This arrangement lasts for 1d6 rounds the first time this test occurs, 1d6 minutes the second, 1d6 turns the third, 1d6 hours the fourth, etc. Note that Fair Maidens usually don’t possess people or objects that aren’t already hot women.

17+ The shaman slips into the spirit world to undergo a journey and even seek out the Sampo. He is gone for one day per Divine Test result over 16. Those with the ability to travel to Otherworlds may attempt to find him before then (a base 10% chance of success per caster level). Otherwise, he takes 2d12 hit points of damage and gains 1% bonus experience for each day he’s gone; that is, if he survives!



Next week: we’re not quite ‘Finnished’- check out Shamans of Ukko, Part IV!

Wednesday, October 11, 2017

Shamans of Ukko, Part II

Healing Side-Effects (Ukko)
Like with their other spells, Finnish shamans call upon spirits of place, the Haltija, to facilitate healing magic. Then, depending on the type of spirit present, it will be better at helping with certain ailments more than others.

In the case of ailments that the spirit is good at healing, the spell works automatically for its full amount, unless the type of spirit has a particular dislike for the shaman (see below).

In all other cases, the shaman must bargain with the spirit, requiring a successful Charisma check, modified by how respectful the shaman has been to such spirits- per Referee, in order for the spell to work at all. If successful, then all spell effects are rolled normally. If not, then the healing fails.

To randomly determine what spirits are around or even how an injury has been caused, roll 1d12. Otherwise, select based on what kind of place the shaman is in when he casts the healing spell.

1-2. Mountain Spirits: good at healing wounds from iron, other metal, or stone weapons, as well as from falls and other rugged perils.

3-4. Forest Spirits: good at healing wounds from natural attacks or wooden weapons, as well as dealing with poisons and other sylvan dangers.

5-6. Water Spirits: good at healing diseases and paralysis, acid or gas attacks, curses, blindness, deafness, along with any other would-be permanent ailments.

7-8. Sauna Spirits: good at healing diseases, as well as damage or other ill effects from the elements, including magic.

9-10. Field Spirits: good at healing any harm from supernatural beings or methods (including magic), along with restoring bravery, mental faculties, and even level loss, thanks to the presence of smiling Ukko above.

11-12. Graveyard Spirits: good at attempting to bring back the dead, though the one returned has a 50% chance of coming back ‘different’ (evil)!


Spirit Type
If unsure how respectful a particular shaman has been to a spirit that’s encountered, determine what type of spirit it is beyond just the location where it dwells. Nature spirits will be more commonly encountered (naturally), though others could also be just as fitting (e.g. bear totems on mountainsides, forest fey, a fair maiden bathing in the water, ancestral graveyard spirits, etc.) In any case, roll 1d20:

1-2. Ancestral
3. Angelic
4. Demonic
5. Elemental
6-7. Fair Maiden
8-9. Fey
10-17. Nature
18-19. Totemic
20. Undead

See Volume II for more info on spirits and how their motivations might fit (or not fit) with a particular shaman. If they are especially congruent or incongruent in outlook, then the Referee might award some additional boon or even have the spirit attack the shaman instead, making the interaction more than just a Charisma check to facilitate healing.


Next week: Shamans of Ukko, Part III!



Wednesday, October 4, 2017

Shamans of Ukko, Part I

Ukko
Lawful Finnish Great God of the Sky, Thunder, & the Harvest

Tenets of Ukko
* Honor your elders and ancestors
* Honor the spirits, the Haltija
* Honor the land and animals too

Shamans of Ukko
Special: Ukko has no clerics in his service, only shamans and sorcerers (detailed in Part IV).
Allowed Weapons: Hammer, axe, sword, club
Allowed Armor: Leather, furs, or lighter
Holy Symbol: Sky, Lightning, Hammer
Can Turn: None
Finnish Shamanism: Though Finnish shamans often follow Ukko above all others, they are very animistic, communing with various spirits and gods at different locations in order to gain their powers each day. 

After 1d6 turns of making offerings, chanting, drumming, and/or achieving trance states, they can gain one of the following benefits, usable a total of up to once per day per shaman level, depending on where their communion takes place:
           
Mountain: Gain a +4 Strength or Constitution bonus for 1d6 rounds
Forest: Be able to speak with animals or gain immunity to natural attacks for 2d6 rounds
Water: Be able to breathe water & swim at double speed or speak with water spirits for 2d6 rounds
Sauna: Gain a +6 Charisma bonus when dealing with Finns (and similar types) or ignore temperature extremes for 2d6 turns
Field: Add 2 to all rolls when casting a healing, weather, or element-related spell
Graveyard: Be able to leave one’s body and travel in spirit (ethereal) form at triple speed or be able to see spirits and other ethereal beings for 2d6 rounds

For example, if a 2nd level shaman communed at a sauna (or similar place) then he could either gain a +6 Charisma bonus when dealing with Finns or ignore temperature extremes for 2d6 turns, up to twice per day, no matter where he is when he calls upon the power.

What is more, Finnish shamans also have access to different types of spells depending on where they commune each day: additional details will be provided in Part IV.

Next week: Shamans of Ukko, Part II!

And also in case you didn’t know, Divinities and Cults: Volume II is now available in print for both Labyrinth Lord and DCC RPG. Get your copies today!

And finally, note our new domain name: www.divinitiesandcults.com