1st Level
Command, Create Water (reversed), Cure Light Wounds (reversible), Detect Evil (reversible), Detect Magic, Light (reversed), Protection from Evil, Purify Food and Drink, Remove Fear (reversible), Resist Cold, Sanctuary, Message*, Sleep*, Ventriloquism*
2nd Level
Augury, Bless, Delay Poison, Find Traps, Know Alignment, Hold Person, Resist Fire, Reveal Charm, Snake Charm, Speak with Animal (with ones sacred to Velnias), Spiritual Weapon (appears held by a ghost), Amnesia*, Arcane Lock*, Darkness Globe*, Invisibility*, Knock*, Phantasmal Force*, Ray of Enfeeblement*, Scare*, Shatter*
3rd Level
Animal Growth (on ones sacred to Velnias), Cure Blindness (reversible), Cure Disease, Dispel Magic, Feign Death, Remove Curse (reversible), Glyph of Warding, Speak with Dead, Striking, Infravision*, Protection from Normal Missiles*
4th Level
Cure Serious Wounds (reversible), Detect Lie, Divination, Lower Water, Neutralize Poison, Protection from Evil 10' Radius, Summon Animal I (those sacred to Velnias), Arcane Eye*, Dimension Door*, Fear*, Globe of Invulnerability (Lesser)*, Polymorph Self* (beast forms sacred to Velnias)
5th Level
Commune, Cure Critical Wounds (reversed), Dispel Evil, Flame Strike (appears as darkness, phantoms, and/or beasts sacred to Velnias), Plane Shift, True Seeing, Contact Other Plane*, Feeblemind*
6th Level
Blade Barrier (appears held by ghosts), Find the Path, Heal (reversed), Summon Aerial Servant (a vėlės, see Part II), Word of Recall, Death Spell*, Disintegrate*, Globe of Invulnerability*, Guards and Wards*, Repulsion*
7th Level
Astral Projection, Gate, Restoration (reversible), Symbol, Finger of Death (D), Phase Door*, Mind Blank*, Power Word Kill*
As shown in Fated Spells (link- a little down the page), the effects of magic can be delayed until the commencement of some event by preparing a spell at 1 level higher than usual. Followers of Velnias do much the same, though there's are more often set to a strictly chronological duration, whether 1d12 rounds, minutes, turns, or even hours later- the time of their target's doom. So much the better for them to delay the results, so that they can continue to covertly use their deceptions and woe against those who get their just deserts.
To Whom, Doom?
Velnias Encounters
Some would seem to deserve death more than others, though the wise would not suggest bestowing it unwisely. Whether an NPC who hears the call of Velnias (or at least believes they do), or a member of the party who has simply had enough, many can be moved to finality. Most won't be approved of by the trendy gossips, deranged cultists, nor by the temporal authorities amongst the folk. They just might have to go too, and that's the moderate option. Roll 1d12.
1. Various goblins have been recently recaptured. Despite them being shown to engage in some of the most heinous of acts, only a few were banished, and despite it happening repeatedly, they only returned. Many Balts are happy simply to converse about it. Why not prevent them (and all like them) from ever sneaking in and putting their filthy hands on our children again?
2. In order to 'curtail the folk', claiming they have done wrong, it is rumored that a man of means is actually a necromancer, using vermin to spread an especially foul pestilence upon the very villagers who helped make him so wealthy. It often isn't even fatal- he seems not to have the decency to do that or use notable beasts. Instead, it subjects the victims to years of suffering or more from a little bite. What would be the most fitting way for he and others like him to be stopped? Whatever it is, it should certainly be fatal.
3. Lore can be priceless, though that which is said to be provided by spirits only may be suspect. One band of merchants wishes to channel such power by constructing a Temple to the Dadda outside of town. If such things go as they do, it will create an unpleasant racket at all hours and make wells go dry or befouled. Most likely Enak is at work here too (see Volume II). The temple's makers and those who allowed it to happen must pay a price indeed, and no amount of lore can save them, nor can asking help from daddy.
4. Something as simple as receiving healing from the local Baltic folk lady has been stopped. Made to ruin, the only place to go for the sick and injured now is a new cult of the Shield Ghul (see Wyrd Ways of Walstock). Their overly high charges will charge the righteous to have them ruined too, especially since any orc or goblin-kind visiting receive help for free. How fitting. Perhaps some ravens, snakes, wolves, bears, cats, and/or horned beasts should arrive there to administer some of Velnias's own healing?
5. A particularly loathsome crone has taken it upon herself to corrupt the local youth, telling them their sex is wrong, to eschew traditional family life, roles, and the like. She hates what she gave up long ago and can no longer have especially. That she is a fell demon worshipper is obvious (most likely of Ragana- summarized in a few weeks), though finding out who she is allied with first might prove helpful. Best to remove the whole roots of the weed.
6. What fools allow such a brutish beast to roam about? A hound routinely escapes its kennel, baying and vicious, only to menace its neighbors, likely soon even maiming or slaying one. Should it or just its fool masters receive the same first? Or quite possibly it could be put into service as one of the beasts of the Death God, slaking its fool-headed aggression upon ones more deserving. More howls will erupt in any case.
7. Matters of love are best left to other divinities, though one particularly isolated man attracts Velnias's attention. The manner of betrayal and indifference from his potential brides-to-be in this world have been notably consistent, even if the most beautiful one might lead the greatest Baltic heroes to fight some pointless war. No, the most merciful approach is for him to be reunited with his true love in the Afterlife, especially since he now suffers chronic ailment and most of this life's work is done. Hopefully, he'll be ready.
8. Proceeding in its apish ways, yet another orc belittles and beats a Baltic man who is too busy trying to explain himself, seeing all as just individuals. That the orc and all its kind needs to be eliminated from the realm is certain, for they are even worse than beasts. That humans need to stop seeing themselves as individuals is even moreso, for they must group together again to survive. There are far too many orcs to slay on one's own, even if they attempt to saw one's head off or harass the descendants of those they have slain. Once united, the Balts can compel the orcs to migrate away, even if it is from this world.
9. Dark Enlightenment has its place, and one can use mischief to achieve better ends. Even though not as final, it can curtail those who seek to harm one and one's kind. Perhaps the liars sending all those unsolicited messages in order to trick honest Balts out of their treasure should themselves be deceived? Or those pretending to be officials despite their foreign nature? Maybe they're one in the same. Any other villains on this list would also do.
10. A young man is brutally stabbed by a goblin with a knife. As its fellows shout lies, the local watch has the gall to arrest him as he dies, hearing their speeches with his last breath. To make matters worse, the young man's family is encouraged to "give peace a chance" so as to prevent righteous wrath upon the goblins. Velnias encourages them to not. He would instead have the goblins be kept in their prayers... to die.
11. Living in opulence, the rulers of the land so frequently betray the folk, the latter's increasing destitution isn't even the direst result. Far worse, such rulers have allowed much of the other calamities on this list to happen, if not encouraged it, refusing to punish those responsible in any case. Many must now be made an example of, if not all, for these corrupt and negligent rulers have sold out their subjects greatly- the worst betrayal in history. How else to deal with those who have allowed and even facilitated the destruction of one's people? One shouldn't fail in punishing them.
12. Invaders have taken up residence in the tribe's area. Once seen as guests, they now claim it as their own, bringing in hordes more of their ilk and attacking the local Balts with impunity. But how many can just one put to the sword, to be rid of them forever, along with the traitors who let them in? Instead, the very ideas that allowed invaders to enter and remain must be eliminated, as well as working with those who would help remove the same. Burning the local cult of Ragana would be a good start too. The land must be cleansed somehow.
Will more of one's folk help or hinder in these matters? If not, then those few that know what must be done in this nightmare may wish for death, and hope that Velnias please wake them.
Next week: our series on Baltic divinities concludes with priestesses of Jurate
RPG srd Old School 1st ed AD&D Death Deity Baltic Latvian Lithuanian Cleric Domains Priest Spheres PDF


