Wednesday, May 13, 2020

Clerics of Vainamoinen, Part IV

Cleric Spells (Vainamoinen)
Songs of creation are Vainamoinen's province, and as such, so to are his cleric's magic. Naturally, all must be sung and/or played on a kantele in order to function at least, even if some desires will still remain out of grasp.

1st Level: Command (can't effect potential wives though), Create Water (reversible), Cure Light Wounds, Detect Magic, Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Detect Snares and Pits (D), Entangle (D), Pass with Trace (D), Charm Person* (but not potential wives), Comprehend Languages*, Feather Fall*, Mending*, Read Languages*, Read Magic*, Scribe*, Shield*, Sleep*, Unseen Servant*

2nd Level: Augury, Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist Fire, Reveal Charm, Speak with Animal, Spiritual Weapon, Charm Person or Mammal (D) (but still not potential wives), Feign Death (D), Find Plant (D), Fire Trap (D), Obscuring Mist (D), Stumble (D), Warp Wood (D), Arcane Lock*, ESP*, Knock*

3rd Level: Animal Growth, Cure Blindness, Cure Disease, Dispel Magic, Locate Object, Remove Curse (reversible), Striking, Hold Animal (D), Plant Growth (D), Snare (D), Stone Shape (D), Tree Shape (D), Water Breathing (D). Protection from Normal Missiles*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Exorcise, Lower Water (reversible), Neutralize Poison, Protection from Evil 10' Radius, Speak with Plants, Tongues, Hallucinatory Terrain (D), Hold Vegetation and Fungus (D), Passplant (D), Arcane Eye*, Enchant Arms*, Globe of Invulnerability* (lesser), Move Earth* (lesser), Polymorph Others*, Polymorph Self*

5th Level: Commune, Cure Critical Wounds, Dispel Evil, Plane Shift, True Seeing, Control Winds (D), Transmute Rock to Mud (D), Tree Stride (D), Distort Distance*, Hold Monster*, Passwall*, Secret Chest*, Telekinesis* 

6th Level: Animate Objects, Conjure Animals, Find the Path, Heal, Part Water, Speak with Creatures, Stone Tell, Summon Aerial Servant (or other spirit), Fire Seeds (D), Anti-Magic Shell*, Arcane Window*, Globe of Invulnerability*, Irresistible Dance*, Legend Lore*, Move Earth*, Repulsion* (reversible, but can't effect potential wives)

7th Level: Control Weather, Restoration, Wind Walk, Antipathy//Sympathy* (any but potential wives), Duo-Dimension*, Magic Sword*, Phase Door, Reverse Gravity*, Shape Change*




Tietaja
Common amongst the followers of Vainamoinen (since he was the first), treat these Finnish wizard-shamans as clerics, except that they fight as and have the HD of magic-users or wizards. What is more, to reflect the very colorful and animated nature of Finnish magic, roll on the following table whenever casting their spells, along with the d12 on their divinity's Magical Side-Effect table:

1d10
1-3. Aspects of the spell's target begin to change, taking on new forms and even a life of their own. He or she must save vs. spell: success means that the changes grant the target a +1 bonus to all rolls for the next 1d6 rounds; failure instead causes a -1 penalty to all rolls for the same. If the target is inanimate, then refer to results #8-10 below instead.
4-7. The spell is otherwise unchanged.
8-10. The tietaja must negotiate with the spell itself, coaxing it to do his will. He must save vs. spell: if he succeeds, then all of the spell's qualities (effect, range, and/or duration) are increase by 50%. If not, then they are decreased the same.


Next week: clerics of Vainamoinen, Part V!
 


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