Wednesday, September 30, 2020

Fighter-Wizards of Lemminkainen, Part II

Magical Side-Effects
Such adventures to be had, whether on the hunt, by war, or in song. Roll 1d12. 

1. Brash: Reckless, the magic must be cast in Lemminkainen's way, doing such dangerous and upstart things that most mothers would not approve of. If not, then the spell will have the opposite intended effect, being quite brash after all.

2-3. Minstrelsy: Whether it be entreating with song or haranguing would-be mockers that one would defy, a Charisma check is needed now. Otherwise, the spell only works at half strength. 

4-5. On the Hunt: One must take what one quests for! If the casting would help the fighter-wizard gain something, whether another's loyalty or some tangible object, then it will work normally.  If not, then roll on Mielikki's Magical Side-Effects table, since Lemminkainen was known to follow her on his own hunts.

6-8. No Side Effect: The spell works normally this time, though it still must be spoken or sung. 

9-10. Fine Item: If holding a fitting weapon, garment, or tool that is well-made to cast the spell, then its effect, range, or duration can be doubled. If not, then the spell just works normally and he should get such an item soon!

11-12. Oath-Made: The magic can be cast for twice its normal effect, range, or duration, but only if the fighter-wizard is currently abiding by some promise or, even better, breaking one since the other reneged on the deal first.

DCC RPG Conversion notes
Charisma check = Personality check (DC 15)

Next week: Fighter-Wizards of Lemminkainen, Part III!


Wednesday, September 23, 2020

Fighter-Wizards of Lemminkainen, Part I

Neutral Finnish Demigod of Adventure

Tenets of Lemminkainen
* Journey to take what is yours
* Honor oaths as long as others do (especially women)
* Fear not death or failure
* Use great items to ensure your success

Fighter-Wizards of Lemminkainen
Special: Being a demigod, Lemminkainen is just served by fighter-wizards (see below).
Allowed Weapons: Any
Allowed Armor: Chainmail and shield or lighter
Symbols: Copper Rake, Horse
Can Turn: None
Mysteries of Lemminkainen:  Fighter-wizards of Lemminkainen use a fighter's stats for combat, but gain no weapon specialization or other special abilities. In return, they can cast spells as clerics of the same level, but learn only one spell per level and can only cast 1/2 the cleric's amount of spells per day. 

Next week: Fighter-wizards of Lemminkainen, Part II!

Wednesday, September 16, 2020

Priestesses of Ilmatar, Part V


Ilmatar Encounters 
All the winds can bring, all that can be brought by air, you see.

Roll 1d12
The sky clears, revealing the lofty firmament above. Ilmatar's followers, those who follow similar gods, and even sky-appreciators in the area gain a +2 to all rolls for the next 1d4 hours. Those who dislike such things gain a -4 instead; that is, if they are even around to view it.

2. Great winds swirl, ripe with new seed. All not secured and who are within 1d6 x 100' are blown 1d10 x 10' in a random direction, possibly colliding with objects for 1d6 damage per 10' traveled. And if possible, each has a base 10% chance of becoming pregnant.

3. Do you hear that? Something fell is upon the breeze and the 1d4 quarter mile area where this encounter takes place will experience great destruction starting within 1d6 turns. Only the stoutest of structures (and those who seek shelter within them) will survive the event. A faithful of Ilmatar will know this is coming and give forewarning to all who will listen (per #12 below), though as with all weather prognostications, there is only a base 50% chance of it being accurate.

4. Beyond belief, this place is simply aerial, with no ground or water to find purchase in sight! Such is the realm from which Ilmatar came, though only those who follow her will know there's no reason to scream- simply enjoy the flight (or falling) as the clouds rush by, until land is safely found again sometime in the next 3d6 rounds.

5. Ahh, calm, clear water are at this location: quenching thirst, easing burdens, and reinvigorating the soul. Any who take the time to rest gain the benefits of a full night's rest, even if it is just for 1d2 hours.

6. Waves course here, causing all to save vs. paralysis or be knocked prone. The wetness will soon dissipate (unless the area was already wet), though the disarray will not. 

7. Murky depths flood everywhere, keeping all except those who enjoy such things low with burden (a -4 to all rolls), but making any pregnancies and births much easier (with a +10 bonus).

8. Behold! A winged creature descends from the sky: none other than a duck. This magic being will lay 7 eggs. The first 6 each function as a Gate spell when cracked open, while the 7th functions as Flesh to Stone, except that it turn ones hit by it to iron instead.

9. Suddenly a burning comes upon a lucky female party member (or nearby NPC if none are in the party), ironically not from where one might think. In fact, it makes her shoulders & knees erupt in flame, doing 1d6 damage to all who stand right in front of her, unless they are followers of Ilmatar or the like.

10. Landforms change radically here, with hills rising and cliffs falling. Each 30' radius spot within sight changes elevation by (1d20 -10) x 5 feet, thereby adjusting anywhere from 45 feet lower to 50 feet higher.

11. With a wisp and a whisper, a spirit of air is here. Its presence encourages lightness, shifting, movement, and the blowing around of light objects, causing all to save vs. spell or react more in that way, though the spirit cares not. It stays with the party for the next 1d10 turns, unless somehow banished or brought to a very earthy or enclosed area.

12. One faithful in Ilmatar dwells here, a very light and gracefully quiet sky-appreciator (roll 1d12):
[1-3] just a non-classed faithful follower of Ilmatar, [4-7] a priestess of Ilmatar, [8-9] a tietaja of Ilmatar,
[10-11] a mystic of Ilmatar, [12] an avatar of Ilmatar.


DCC RPG Conversion Notes
Save vs. paralysis= make a Reflex save DC 15
Save vs. spell= make a Will save DC 15. 

Next week: fighter-wizards of Lemminkainen!

Wednesday, September 9, 2020

Priestesses of Ilmatar, Part IV

Spells (Ilmatar) 
Whether air, water, fire, or earth, Ilmatar's blessing can give great magic birth.

1st Level: Create Water (reversible), Cure Light Wounds, Detect Magic (if it's elemental in nature), Light, Resist Cold, Sanctuary, Divine Weather (D), Purify Water (D), Feather Fall*, Manipulate Fire*

2nd Level: Augury, Bless, Hold Person, Holy Chant, Resist Fire, Fire Trap (D, trapped item must have a duck symbol on it), Heat Metal (D), Obscuring Mist (D), Produce Flame (D, from shoulders or knees), Levitate*

3rd Level: Continual Light. Cure Blindness, Cure Disease, Dispel Magic (if elemental magic and is cast at 2 caster levels higher), Prayer, Remove Curse, Protection from Fire (D), Stone Shape (D), Water Breathing (D), Gust of Wind*

4th Level: Create Food and Water, Cure Serious Wounds, Divination, Lower Water (reversible), Flash Fire (D, reversible), Hallucinatory Terrain (D), Protection from Electricity (D), Temperature Control (D), Fire Shield*, Move Earth (Lesser)*

5th Level: Commune, Cure Critical Wounds, Flame Strike (can take the form of any element), Control Winds (D), Transmute Rock to Mud (D, reversible), Wall of Fire (D), Atmospheric Bubble*, Conjure Elemental* (though spell will end if caster is distracted), Passwall*, Wall of Stone*

6th Level: Heal, Part Water, Stone Tell (can be used on any element), Summon Aerial Servant, Control Weather (D), Fly*, Move Earth*, Stone to Flesh (reversible)*

7th Level:  Earthquake, Restoration, Wind Walk, Animate Mineral (D), Control Weather (Greater, D)

Next week: clerics of Ilmatar, Part V! 

Wednesday, September 2, 2020

Priestesses of Ilmatar, Part III

From the air, upon the waters, such fire and earth to forge Ilmatar's sons and daughters.

Divine Tests
1-4. The wind blows, the seas flow. The priestess will need to attune to the elements for the next 2d6 turns, 1d6 if doing so in an especially windy, wet, fiery, or earthy place.

5-9. Being an elemental great spirit, Ilmatar has little else to demand of her priestess but to become more at one with the air, water, fire, or earth. The priestess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d4 to see what she needs to do to get each one back.
[1] Be under the open sky for 2d2 hours, 1d2 if it's also windy.
[2] Be submerged at least chest deep for 1d2 hours.
[3] Be surrounded by fire for 1d3 turns, or by eggs and/or ducks.
[4] Lay on natural earth for 1d3 hours.

10-16. The potency of Ilmatar shifts, bringing atmospheric change to wherever the priestess goes. Each one will affect all within a 1 mile radius, centered on her for the next 4d6 hours. Roll 1d4.
[1] Great winds: light objects and beings are blown away; heavier objects and beings have a base 20% chance of being knocked down or can make a Strength check to resist. Recheck every 1d3 turns while the event lasts.
[2] Heavy rains: floodwaters rise at a rate of 1 foot per hour, ruining low-lying structures. All without cover are otherwise drenched, causing those who enjoy dryness to suffer a -3 to all rolls if they don't drown first.
[3] Heat wave: crops wither and tensions rise, though all must save vs. death to even have the will to do anything about it. Otherwise, they just lie around and pant unless they specifically enjoy such great heat.
[4] Drought: all becomes dry as kindling, with the earth shining majestically through. Those affected gain a +3 bonus to sight, hearing, and other checks related to the clear air, while those who enjoy moisture will only suffer a -3 to all rolls instead.

17+ Mimicking the birth of Ilmatar's well known son, the priestess vanishes, brought to her goddess's airy womb beneath the waves. Though kept safe and nourished while within, she remains for at least 1 day, plus 1 additional day per divine test result over 17. Afterwards, she may only attempt to escape once each day by successfully saving vs. death. If not, then she must wait until the next day in order to try again.

DCC RPG Conversion Notes
Turn ability= Turn Unholy ability 
Strength check= DC 15
Save vs. death= make a Will save DC 10

Next week: clerics of Ilmatar, Part IV!