Cleric Spells (Potnia)
Priestesses of Potnia have access to the following spells. Remember, since she is a Bronze Age goddess, roll for Magical Side-Effects for every one cast, not just healing ones. Also, as priestesses, they can cast one extra 1st level per day, if using the optional rules found in Divinities and Cults: Volume II.
1st Level: Command (vs. those wearing chest coverings only), Create Water, Cure Light Wounds, Detect Evil, Detect Magic, Light, Purify Food & Drink, Protection From Evil, Purify Food and Drink, Remove Fear, Resist Cold, Sanctuary (only if at the sea, mountains, caves, or a labyrinth of some sort), Shield*, Detect Snares and PitsD (in Labyrinths only), Pass without TraceD (the same), Charm Person*, Comprehend Languages*
2nd Level: Augury, Bless, Delay Poison, Find Traps (in Labyrinths only), Hold Person, Reveal Charm, Snake Charm, Speak with Animal (aquatic life, bulls, and serpents only), Spiritual Weapon (wielded by a spirit gorgon or minotaur)
3rd Level: Animal Growth (aquatic life, bulls, or serpents only), Continual Light, Cure Blindness, Cure Disease, Dispel Magic, Glyph of Warding (usable in labyrinths or areas with indoor plumbing), Locate Object (if it is pretty), Prayer, Remove Curse (reversible), Striking (on Labryses only), Water BreathingD, Commune with NatureD, Clairaudience*, Clairvoyance*, Polymorph Self* Suggestion*, Summon Monster III* (Atavars only)
4th Level: Create Food and Water (Tuscan cuisine), Cure Serious Wounds, Divination, Detect Lie, Exorcise, Neutralize Poison, Protection from Evil 10’ Radius, Sticks to Snakes, Tongues, Summon Monster IV* (Medusae or Gorgons [see Volume I] only)
5th Level: Atonement, Commune, Cure Critical Wounds, Dispel Evil, Summon Monster V* (wingless Griffons only)
6th Level: Animate Objects (in Labyrinths only), Conjure Animals (aquatic life, bulls, or serpents), Find the Path (requires a ball of thread), Heal, Part Water, Summon Aerial Servant (as a particular type of spirit- see Volume II), Summon Monster VI* (Minotaurs only)
7th Level: Astral Projection, Earthquake (use with care!), Regenerate, Restoration, Maze*, Statue* Summon Monster VII* (Greater Minotaurs [see Volume I] or Griffons only)
Whether in boar’s teeth helm, bronze breastplate, and figure-eight shield, or even positioned on a chariot in the mighty (and very unwieldy) Dendra panoply, these fighting-men live for personal combat. As a result, they can gain a +1 damage bonus per odd level (1st, 3rd, 5th, etc.) when fighting a single opponent.
Mve: 35’ (Dendra: 20’; though much faster on a chariot!); AC 6 (Dendra: 3); HD 1+1; Attk: 1; Dmg: by spear or short sword; SP: +1 dmg per odd level when in single combat; Sve: F1; AL: varies
Though more pacifistic than their Mycenaean counterparts, the Minoans must defend themselves at times too. They eschew armor though, instead dodging and bull-leaping out of the way of attacks. They thus improve their AC by 2 per odd level (1st, 3rd, 5th, etc.) when lightly clad (except if trapped or surprised, in which case their AC is 10), as well as gain a +2 bonus to all Dexterity checks too.
Mve: 40’; AC 7; HD 1+1; Attk: 1; Dmg: by spear or short sword; SP: improve AC and Dexterity checks by 2 per odd level when lightly clad; Sve: F1; AL: varies
See also Etruscan Palace Encounters (listed on this blog under Uni) for Minoan locales, since they are similar, but don’t forget to add minotaurs, atavars, gorgons, and griffons to convert them into Minoan Labyrinths!
Next week: The revised version of Divinities and Cults: Volume I (Labyrinth Lord) should be available.
If you’ve spotted any typos in it (I’ve fixed a bunch over the last few weeks), now would be a good time to let me know!