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)
Mycenaean
Warriors
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
Minoan Warriors
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
Minoan
Encounters
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!