Wednesday, December 25, 2019

Priestesses of Mokosh, Part IV

Priestess Spells (Mokosh)
Reflecting their goddess's earthy, watery, and motherly nature, priestesses of Mokosh have access to many spells.

LABYRINTH LORD
1st Level: Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Protection from Evil (+3 if in a home or while performing motherly duties), Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (save is 4 harder if she's weaving), Entangle (D) (usable in moist areas), Mending*, Unseen Servant* (usable in a home or for similar tasks)

2nd Level: Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Holy Chant, Snake Charm (when in areas of damp soil), Barkskin (D), Find Plant (D), Obscuring Mist (D), Warp Wood (D), Arcane Lock* 

3rd Level: Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding (works when placed on a home), Locate Object (if it’s a household item), Prayer, Remove Curse (reversible), Plant Growth (D) (when on moist ground), Stoneshape (D), Water Breathing (D), Clairaudience*, Clairvoyance*, Tiny Cottage (as Tiny Hut*, but looks quite quaint instead), Move Earth (Lesser)* (if it's at least damp) 

4th Level: Create Food and Water (homecooked food), Cure Serious Wounds, Detect Lie, Divination, Exorcise, Lower Water, Neutralize Poison, Protection from Evil 10’ Radius (+3 for those in a home or performing motherly duties), Speak with Plants (that are in wet soil), Hold Vegetation and Fungus (D), Summon Monster* (domovoy- a Slavic faerie), Teleport* (requires standing on damp ground to travel to a place that has the same) 

5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Quest, Plane Shift (as Teleport*, above), Commune with Nature (D) (outside of a home or when on moist earth), Transmute Rock to Mud (D)

6th Level: Find the Path, Heal, Part Water, Stone Tell (works on damp soil too), Word of Recall (as Teleport*, above), Repel Wood (D), Transport via Plants (D), Move Earth* (if it's moist) 

7th Level: Earthquake, Holy Word, Regenerate, Restoration, Symbol (works when placed on a home), Conjure Earth Elemental (D) (a very damp one)


DCC RPG
1st Level: Blessing, Detect Evil, Detect Magic, Food of the Gods (homecooked), Holy Sanctuary (save is 4 harder if she's weaving), Paralysis, Protection from Evil (+3 if in a home or while performing motherly duties), Resist Cold (but not Heat), Second Sight, Second Sight, Sequester*, Moist Earth Walk (as Forest Walk*, but works on damp soil instead), Mending*, Ward Portal* 

2nd Level: Banish, Cure Paralysis, Curse, Neutralize Poison or Disease, Restore Vitality, Snake Charm (when in areas of wet earth), Wood Wyrding, Glorious Moist (as Glorious Mire*, but is quite healthy for vegetation too), Invisible Companion* (to be used for household and similar tasks), Monster Summoning* (domovoy- a Slavic faerie), Nythuul's Porcupine Coat*

3rd Level: Exorcise, Remove Curse, Consult Spirit* (ancestral, fey, or nature spirits), Dispel Magic*, Planar Step* (requires standing on an area of damp soil to be brought to the same), Water Breathing*

4th Level: Cause Earthquake, Sanctify, Warp & Weft*, Transmute Earth* (if it's moist)

5th Level: Wet Ground Bond (as Bottomfeeder Bond*, but works with those who dwell on moist earth instead), Mokosh's Sodden Soil (as Hepsoj's Fecund Fungi, but more earthy and plantlike)


Next week: priestesses of Mokosh, Part V!

 

Wednesday, December 18, 2019

Priestesses of Mokosh, Part III

Mother Mokosh gives freely, but sometimes asks more in return.

Divine Tests
1-4. So much to do, such little time! The priestess incurs a -1d4 penalty to any rolls she makes for the rest of the day unless they involve weaving or other matronly arts.

5-9. When will all the chores be done? The priestess loses access to some of her spells (50% chance for each one), including possibly her turn ability. Roll 1d6 for each one lost to see what needs to be done in order to get it back. taking. Each takes 1d4 hours, half that time if the priestess makes a successful Wisdom check.
[1] Weave- the resulting embroidery can then be sold for at least 2d6 gold pieces per hour worked.
[2] Care for children- party members can be substituted if no actual youngsters are present.
[3] Cook a meal- which can then feed 2d4 people.
[4] Clean the immediate 120' area, automatically revealing an hidden objects therein.
[5] Enjoy the company of her husband. If he's not available, then she can dream about him during that time.
[6] Fold and sort household items- even those held by the party if need be. 

10-14. Fitting for a mother, Mokosh's priestess begins to take on more of her goddess's divine shape. Roll 1d6.
[1] Her body becomes quite rubenesque and curvaceous, granting her +1 Charisma to those who rightly appreciate such things, along with a +1 Constitution bonus regardless.
[2] Whenever one of her children is harmed or suffering, she herself too suffers a -1 to all her rolls until the next sunrise.
[3] Living beings rarely wish to harm her now, granting her a +4 AC and/or save bonus in such situations.
[4] She must do household or other motherly duties for at least 2d3 turns each day or take a -2 to all her spell rolls due to the sense of not knowing what to do with her hands.
[5] Her bosom increases massively in size, granting a +2 to all healing-related rolls and a +1 Charisma with men, but also a -5' speed penalty.
[6] Unless already so, she becomes pregnant. In any case, the term, delivery, and raising of her child will be quite easy and blessed. 

15-17.  Not all matronly duties are easy. Roll 1d3:
[1] At the next meal the priestess has, things go terrible wrong. 50% of hers and anyone else who is present's supplies are lost due to breakage and displacement; 25% if she prepared the meal herself. A mischievous fairy is the likely culprit. 
[2] One of the priestesses offspring needs additional attention (if she doesn't have any yet, then a young relative), requiring her to be apart from her usual duties for 4d6 hours; 2d6 hours if she has been paying close attention to her children already.
[3] The priestess's husband goes missing. If he doesn't turn up in 1d3 days (a base 50% chance), then he has perished. The priestess will then turn to following Baba Yaga (detailed in a few weeks), using that goddess's magical side-effects and divine tests 50% of the time instead. If he does turn up during that time without a good excuse, then he may wish he hadn't.

18+ To Perun or Veles? The forces of above and below struggle to claim Mokosh's vital waters. Any followers of those or similar divinities that the priestess encounters will have their offensive abilities doubled and attack the opposing types on sight, making sure the priestess is unharmed. The situation lasts for 3 days, plus 3 additional days per divine test result over 18. The attacks and counterattacks even have a base 20% of causing an outbreak of war in the local area for each day such hostilities occur.


DCC RPG Conversion Notes
Wisdom check = make a Personality check DC 15
Charisma = Personality
Constitution = Stamina


Next week: priestesses of Mokosh, part IV!

Wednesday, December 11, 2019

Priestesses of Mokosh, Part II

Magical Side-Effects
Deep, earthen moisture gives life to all and to Mokosh's magic. Roll 1d12.

1. Gifts of Rod: Mokosh requests an offering of moist sustenance or some household good. It's needed so the magic can come to pass- it will only do so once it's given. 

2. Home Mother: Where else should one cast? Only in a home, while weaving, or with children around will the magic work.

3. Jarilo: Life-moisture flows up in the spring... The spell must reflect life, fertility, growth, or the like. Otherwise, it will only function at 1/2 its normal power.

4. Morana: ... and return to the earth in winter. Now the magic must have something to do with coldness, death, or divination. If not, it will only be at 50%.

5. The Moist Deep: From Mokosh, all comes and returns. Any rolls involving life, death, fertility, or decline that are made within 240' of the place of casting gain a +3 bonus for the next 1d6 hours.

6-8. Standard Casting: The spell works normally for now.

9. Matronly Hills: If something round like mothers' breasts is in view, then the magic's effect, range, or duration can be increased two-fold. If not, then it won't work this time at all! 

10-11. Woven Ways: The priestess can take 1d3 extra rounds to weave the spell into effect- or simply engage in some other household or motherly duty- and thereby cast it for double its normal effect, range, or duration. If not, then the spell just functions normally.

12. Blessing of the Moist Mother: The magic works for twice its usual effect, range, or duration, and it is not expended for the day. In addition, the priestess can sense the direction to the nearest home, fertile adult, or even offspring of someone for the next 1d6 turns.


DCC RPG Conversion notes
Spell not expended for the day= priestess gains a +2 bonus to its spell check


Next week: Priestesses of Mokosh, Part III!

Wednesday, December 4, 2019

Priestesses of Mokosh, Part I

Mokosh
Lawful Slavic Goddess of Motherhood, the Earth, Moisture, & Weaving

Tenets of Mokosh
* Care for your children & husband, put them first
* Honor the earth, let it provide for your family...
* Weaving, to be returned when done...
* Enjoying all moistures in-between

Priestesses of Mokosh
Special: Mokosh is served by priestesses and volkhvas (slavic oracular priestesses).
Allowed Weapons: None
Allowed Armor: None
Symbol: Breasts, Moist Soil, Thread
Can Turn: Those who don't treat their children well
Mokosh Mysteries: When with their children, standing barefoot upon moist earth, or when weaving, priestesses of Mokosh can reroll a failed save. They may do so up to thrice per day per level, selecting which result they wish to keep.



Next week: Priestesses of Mokosh, Part II!