Wednesday, August 26, 2020

Priestesses of Ilmatar, Part II

Magical Side-Effects
The Air Maiden becomes Mother in the Waters, emitting Fire to create Earth. Such is her magic that it often requires attunement with the elements themselves. Roll 1d12. 

1. Vault Above: Where else do all come but from the virgin realm overhead? The priestess too must be underneath the sky (or at least in sight of it) for the magic to occur. 

2. Mother's Task: Buffeted by wind, Ilmatar rests in the deeps to await. The priestess needs to have been so struck by wind, waves, or submerged sometime within the last 1d4 hours. If not, then the spell will occur at just half its normal strength.

3. Inkuboi: Warm islands arise so the mother can rest from her labors. It is now fire, eggs, or even a duck that the magic needs present. Otherwise, it shall only work once one is.

4. Lands Upon: And she makes the gullies and the hills, the rocks and the reefs too. Mirroring this, the priestess must be standing at least barefoot on natural earth, stone, or corral for the spell to function.

5. Bursting Creation: The eggs crack, causing all manner of thing to burst forth. Any within 60' gain a +2 bonus to  rolls to create, including spells with a lasting duration. The effect lasts for the next 2d6 rounds even if the creations go on longer. 

6-8. No Side Effect: The magic works as usual this time. 

9. Lands Arising: Not only does the spell have a 50% bonus to its effect, range, or duration, but the priestess can raise the height of a 5' circle of natural land by 5'. She can affect spots up to 60' away and such changes are generally permanent.

10. Seven Eggs: Emitting great heat, the priestess's shoulders and knees will cause those who would attack her in melee to take 1d6 + the priestess's level damage from the burns. Once activated, the defense lasts for the next 1d3 rounds. And for every 7th time this side-effect occurs, the priestess may instead throw an egg of iron at a foe within 120'. They must save vs. death or be turned to iron as well.

11. Water-Born Child: If the priestess is within sight of water, then the spell's effect, range, or duration can be increased by 50%- double if she's at least waist-deep submerged in it. Otherwise, she has a base 10% chance of  conceiving a child who will gestate within 1d3 days, be born in water, and be blessed (per Referee), much as Ilmatar gave birth to Vainamoinen if the winds are so inclined.

12. Air Blessing: The magic occurs for twice its normal effect, range, or duration, as well as it not being expended that day. What is more, if the priestess is underneath the open sky, then one of those spell elements may be tripled.


DCC RPG Conversion notes
Save vs. Death = make a Will save DC 10
Spell not being expended that day = gains a +2 bonus to its spell check


Next week: Priestesses of Ilmatar, Part III!



Wednesday, August 19, 2020

Priestesses of Ilmatar, Part I


Ilmatar
Lawful Finnish Virgin Great Air Spirit, Nature Mother

Tenets of Ilmatar
* Be free upon the Air
* Conceive within the Waters
* Bear, through struggle, the Eggs of Fire
* To birth offspring and new Earth

Priestesses of Ilmatar
Special: Ilmatar is served by priestesses, tietaja (Finnish shamanic wizards), & mystics.
Allowed Weapons: None
Allowed Armor: None
Symbols: Cross, Clouds, Eggs
Can Turn: Any who would raise a weapon against her.
Mysteries of Ilmatar: When in sight of the sky or a large body of water, priestesses of Ilmatar may reroll one of their spell rolls up to once per day per level. If in sight of just one, then they must take the second result. If in sight of both, then they can pick which result they wish to use.



Next week: Priestesses of Ilmatar, Part II!

Wednesday, August 12, 2020

Clerics of Ilmarinen, Part V

Ilmarinen Encounters 
The items we would hold may hold us even more.

Roll 1d12
1. A killer is on the loose. As the bodies begin to pile up, those who investigate find that the culprit is a/an (roll 1d6): [1] random party member, [2] bitter peasant, [3] old hermit, [4] fallen priest of Ilmatar, [5] Pohjolan (evil northerner) swordsman, [6] terrifying sentient item. Marked as being Chaotic Murderous, the killer bears (or is) a (roll 1d4): [1] crossbow, [2] knife, [3] axe, or [4] garrote, made of copper and gold. 

2. Trouble is about. With all the arguing going on (all in the area must save vs. death or grow antagonistic), the wise will realize that it is someone (or something) Chaotic Quarrelsome at work. Indeed, it is a [1] milk maid, [2] sauna operator, [3] marsh spirit, [4] belligerent warrior, [5] hiisi (Finnish ogre) suffering from indigestion, [6] insidious sentient item. The quarrelsome one holds (or is) a golden and copper (roll 1d4): 
[1] canoe, [2] mocking (rocking) horse, [3] shield, [4] pair of shoes. 

3. What did you call me?! A fight has broken out between two Finns. They are (roll 1d6 for both) a: [1] mouthy youth, [2] well-proportioned wife, [3] pastry merchant, [4] irritated miser, [5] tietaja (Finnish shamanic wizard) in training, or [6] drunken veteran and bears an iron and gold, Chaotic Ill-Tempered (roll 1d4): [1] cow, [2] goblet, [3] belt, [4] helmet. 

4. Terrible news, an unlucky party member is insulted right to his or her face. The aggressor, a (roll 1d6): 
[1] well-armed noble, [2] priestess of Loviatar, [3] pet dog, [4] angry brother, [5] pekko (hairy Finnish goblin) who's far out of its league, or [6] barley farmer, does indeed have a Chaotic Ill-Mannered item on his or her person. Made of gold, copper, and silver, it is a (roll 1d4): [1] plow, [2] necklace, [3] spoon, [4] sword. 

5. An odd feeling befalls a (roll 1d6): [1] random party member, [2] turnip farmer, [3] forest spirit, [4] river boatman, [5] Pohjolan wolf, [6] talented smith. Thanks to a Neutral Cold-Breath of Sorrow or Haltja-Gift (equal chance of either), a gold and silver (roll 1d4): [1] woman, [2] sea gull, [3] brazier, or [4] pair of undergarments, is to blame. 

6. Would you look at that! Not only is the bearer durable and well-shaped, but the item they hold is no less the same. A (roll 1d6): [1] tied steed, [2] stately oak, [3] well-dressed guard, [4] priestess of Mielikki, 
[5] manly lumberjack, or [6] striking serving woman carries a Lawful Well-Wrought (roll 1d4): [1] brocade, 
[2] pair of boots, [3] shield, or [4] hammer, made of iron and copper- both quite worthy and difficult to break

7. A faithful cleric of Ilmarinen does battle with a group of 2d4 insidious Pohjolans (evil northerners). He pulls out a silver and iron (roll 1d4): [1] holy symbol, [2] vial of holy water, [3] sacred hammer, or [4] metal box. The foul creatures knock it from his hand, but no matter: the random Ilmarinen spell it has can be used with a 75% chance again.

8. So much to do, such little time. The only solution is one of Lawful Utilitarianism, an item of iron and gold, a (roll 1d4): [1] canoe, [2] kantele (Finnish harp), [3] spear, [4] metal rake. A tietaja of Ilmarinen knows its location (for he wrought it too). And though he can't quite remember what 2 extra spells it is imbued with, he does know where it is and one corrupted by Chaos guards it- roll 1d4 on this table again to determine what type and who it is. 

9. And who can turn down something akin to the Sampo? Not only is the item Well-Wrought, Faithful, Utilitarian, and Many-Faceted, it can be had by one who provides a (roll 1d6): [1] swan feather, [2] barley corn, [3] wool ball, [4] milk drop, [5[ shaft of wood, [6] reroll twice. Those interested have 1d10 turns to do so, giving it to a/an (roll 1d12): [1-3] devout follower of Ilmarinen, [4-8] cleric of Ilmarinen, [9-11] tietaja of Ilmarinen, or [12] avatar of Ilmarinen, in order to receive the item of iron, copper, silver, and gold. 

10-12. Reroll 1d10 on this table, but the item is actually (roll 1d4): [1] unattended and ripe for the taking, 
[2] for sale- a base 50% chance of the seller knowing the item's true nature; a base 1% chance of him actually telling the purchasers if he does, [3] desired by a cult of Louhi, who will take it by force once identified, [4] sentient, compelling the person to behave the way listed in 1d10 result way. If already sentient, then the item will be animate too, egging them on loudly. What is more, for all these results, the item has a base 75% chance of still holding a random Ilmarinen spell too, if it doesn't have at least one already.


DCC RPG Conversion Notes
Save vs. death= make a Will save DC 10.



Next week: priestesses of Ilmatar!




Wednesday, August 5, 2020

Clerics of Ilmarinen, Part IV

Cleric Spells (Ilmarinen) 
Such things to craft, all held in that which is forged by Ilmarinen's faithful.

1st Level: Cure Light Wounds, Detect Magic (metal items only), Light, Protection from Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary, Pass without Trace (D), Charm Person*, Comprehend Languages*, Mending*, Shield*, Unseen Servant*

2nd Level: Bless, Delay Poison, Find Traps, Hold Person, Holy Chant, Resist Fire, Spiritual Weapon, Heat Metal (D), Arcane Lock*, False Gold*

3rd Level: Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding, Locate Object, Remove Curse, Striking, Explosive Runes*, Stone Shape (D), Protection from Normal Missiles*

4th Level: Create Food and Water (or grain or salt for the same), Cure Serious Wounds, Divination, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Lower Water (reversible), Enchant Arms*, Polymorph Others*, Polymorph Self*

5th Level: Commune, Cure Critical Wounds, Dispel Evil, Magic Sledge (as Fire Chariot (D), but cannot fly, is drawn by deer, and is non-fiery), Distort Distance*, Magic Gold (as False Gold*, but lasts for 6 days per level), Passwall*, Secret Chest*

6th Level: Animate Objects, Blade Barrier, Stone Tell, Summon Aerial Servant (or other spirit), Control Weather (D), Arcane Window*, Simulacrum* (though must be female and made of precious metals)

7th Level: Automaton (as Animate Objects, but the effect is permanent, they gain 1d20 intelligence, and cleric may have up to his level automata in operation at one time), Metal Tell (as Stone Tell, but works with metal objects), Restoration, Symbol, Wind Walk, Permanency*



Next week: clerics of Ilmarinen, Part V!