Spells of Meness
Such lunar radiance shows the flows of this world, and that of others.
3rd Level
Cure Blindness, Cure Disease, Dispel Magic, Remove Curse, Blink*, Suggestion*
4th Level
Cure Serious Wounds, Lower Water (reversible, reflecting the tides), Plane Shift (to an otherworld with 1d3 random divergences only, see Part II), Confusion*, Hallucinatory Terrain*
5th Level
Commune, Cure Critical Wounds, Plane Shift (potentially to any otherworld or plane)
6th Level
Find the Path (shone by moonlight), Heal, Summon Aerial Servant (a very lunar one)
7th Level
Restoration, Wind Walk (standing upon moon rays)
Emphasis Approach Substitution Spells
Meness's priests and priestesses can know the ones below rather than some of those above, thanks to working with spirits directly, religious heritage, or cunning work. If his spellcasters fulfill as detailed, they can switch those that match their emphasis approach with others that they have access to each day.
Animist
Various spells can be substituted, determined at random by the nature of each place where the moon can be seen. Animists may do so up to once per day per level, even casting them without preparation, in lieu of those of the same level or higher that the animist would have otherwise made ready. Roll d8.
1- Commune with Nature (D)
2- Dimension Door
3- Feeblemind*
4- Speak with Dead
5- Spiritual Weapon (held by a lunar or stellar spirit)
6- Stone Tell
7- Summon Sylvan Beings (D)
8- Reroll twice
For example, an animist priest of Meness could cast Dimension Door or Stone Tell instead of another 4th or 6th level spell (or higher) that he has prepared, depending on the nature of a lunar place that he visits, such as a particular graveyard or field with the moon in view.
Pagan
When preparing spells at a Baltic holy place or during holidays, Meness's pagan priests and priestesses can select 2 other cleric spells of their choice to prepare instead of the usual ones, as long as they can see the great lunar orb above.
Folk Magic
Having certain lunar herbs and unusual ingredients can allow folk magic priests and priestesses of Meness to access different spells. Roll 2d4 to determine based on what ingredients they have available as to which ones they can cast. In any case, the folk magician can only prepare them instead of another spell of equal level or higher.
1- Find Plant (2nd level)
2- Clairaudience (3rd level)
3- Enchant Arms (4th level)
4- Summon Sylvan Beings (4th level)
Strong Men Might Cry
Meness encounters
[1] May not even realize he's elsewhere.
[2] May not know the way home.
[3-4] Simply may not want to leave.
2. Otherworldly Imposter: Something is strange about an NPC (or even PC) who is known by the adventurers. In fact, he or she is not the one they know, but is actually from an otherworld and wishes to stay in this one, having recently replaced their double. The actual NPC (or PC) has (roll 1d4):
[1-2] Been hit over the head, knocked out, tied up and gagged by the imposter.
[3] Has magically traded places when the imposter came to this world.
[4] Decided to switch places with the imposter, both liking their variant realms better.
Otherwise, the imposter's only giveaway is bizarrely mentioning some 'wyrm's hole' from time to time, and if others have ever travelled through one.
3. Fight the darkness: The moon above can dispel a gloomy night. A priest of Meness enlists the party to (roll 1d4):
[1] Illuminate a hidden tomb near a village.
[2] Unmask some fell cultist of Ragana hidden amongst that village's folk.
[3-4] Slay an incursion of orki (orcs) who have been foolishly not removed from the land (as of yet).
If they agree to bear devices with star symbols upon them during their task, then the party can gain a +2 bonus to hit when using swords. Failure would mean that such darkness will only spread, whether stifling illumination, reason, or even the folk themselves.
4. Bards Outraged: How else to provide art when artists grow too greedy? A shrine of Meness is being expanded, requiring new decoration, a would-be companion to others, though those who would do so are either unavailable or would require far more coin than the local cult of Meness has available. As a result, the latter instead enlisted the aid of local spirits (some perhaps from an otherworld) to create various great drawings and paintings to reflect the Moon God's glowing splendor, placed about the shrine. Now an incensed group of 2d4 waīdilai (Baltic bards) wish to tear it all down, even if the prayers of the Meness priests are still their (mortal) own, no matter how good it might look.
5. The Lord of the White Monster: The cult of Perkunas has arrested a priest of Meness on charges of being unfaithful to a priestess of Saule. An outsider named Kevinas from a nearby country implores the adventurers to free the man. While possibly guilty, the priest of Meness holds the keys to a 'white monster', which Kevinas insists will aide in saving the land. It's possible too that the priestess of Saule has become corrupted (see her Part III), so her accusations could be meant to prevent him from doing that very thing. Those who liberate the priest might find that the white monster is in fact a potent potion, allowing one great eloquence in getting one's people to see the light and to fight to achieve power, for that might be the only way to save them.
6. Unnatural Change: Howls can be heard in the night, with many wishing the light of Meness will reveal what is its cause. Some even believe it is a vicious, bloodthirsty hound nearby known as 'Moonbeam'. The knowledgeable might realize though that it's Meness's very light that could be its origin. Those who track the disturbances down will find a vilkacis (Baltic werewolf), but it is actually a transformed priest of Meness afflicted with a curse. He is otherwise a great boon to a local village (having eaten none of them just yet)- should the party spare him? Another option might be to find one of his otherworldly doubles as a replacement...
Next week: priestesses of Laima
RPG srd Old School 1st ed AD&D Moon God Baltic Cleric Domains Priest Spheres PDF
