What is beloved may not always remain seen.
1-11. One's own calls, showing it's time to set aside other magic. The priestess loses access to some of her spells (50% chance for each one), possibly including her turn ability. Roll 1d6 to determine what she must do to restore each and every one of them.
[1] Spend at least 4d6 turns loving her husband, or if she doesn't have one yet, working towards finding him and fostering their relationship.
[2] Engage in prophecy, weaving and forecasting for 1d6 turns. The priestess is then destined to save vs. spell/ make a Will save DC 15. If successful, she will receive some insight per Referee. If not, she is obliged to take 1d6 more turns, repeating until successful.
[3] A wise woman is best when needed most. The priestess must make a Wisdom check (DC 15) at the next naturally occurring opportunity and counsel others as to what's appropriate. If not, then she should try again when another one arises.
[4] Spend time helping her children for 4d6 turns. If she doesn't have any yet, then she will be required to spend the duration striving towards their conception.
[5] Attend to her household for 3d6 turns, making it as beautiful, sustaining, and welcoming a place as her.
[6] There can be too much unnecessary suffering in love. She must help someone else to find or resolve things with the right partner, taking just 2d6 turns to do so once such a seeker is found.
12-17. Challenges to beauty can cause even greater beauty to shine. Roll 1d6 to see which one arises.
[1] A friendly contest can lead to compounding union and respect. For the next 1d4 days, the priestess's husband (or nearest equivalent) picks an individual or group that has an adversary. Each day, if the individual or group is having the upper hand, then her husband gains a +3 bonus to all rolls, while the priestess suffers -3. If the adversary is having the upper hand instead (especially if pretending to have a beard or not trying to torture an avatar of a god), then the reverse will be true, encouraging the priestess to influence matters in their favor.
[2] So many promises to be made, such little time. The priestess needs to convince the first 2d3 beings she meets to vow to not harm at least one of her children. For those who refuse, she should take steps to prevent them from ever doing so.
[3] Fensalir flows, calling Frigg's name. The next 2d4 acres that the priestess walks upon becomes a wetland, and all know it is she who did it, even if rolls related to love gain a +1d3 bonus there henceforth.
[4] What will come, will come. The priestess is made aware of some impending future event (per Referee), but is powerless to stop it, nor others from asking her about it.
[5] Dogs bark at the priestess and anyone else she speaks with for a duration of 2d4 hours, unless they are Odin of course.
[6] Brave men just might win the day. The next 1d3 who are eligible that she meets can save vs. paralyzation/ make a Will save DC 15 in order to gain a high chance to successfully court a woman that they first encounter (15%). Each one who fails will return to the priestess though, asking her why, keeping her busy for 1d3 hours. It can be a wicked game indeed- see Part III for an example, though hopefully the priestess will make it more affectionate.
18+ Even the greatest wives and mothers can be fooled. Accidentally betraying her husband or child (or closest equivalent), the priestess loses access to all her powers for 3 days per divine test result over 17. She must dedicate herself to setting things right during that time. Her only hope is that they will then forgive her.
Folk Variations
Different guidelines, magical side-effects, divine tests, and spells of similar divinities can be substituted for and with those of Frigg to provide additional options.
Frea: Lombard, emphasizing the use of long hair as beards to fool Odin.
Freya: Vanir, though focusing more on sensuality and battle, she is quite loving and prophetic too.
Freya: Vanir, though focusing more on sensuality and battle, she is quite loving and prophetic too.
Frijjo: Germanic and primal, unfettered by the myths most know, though she shall be kept hooded or hidden regardless.
Hera: Greek and loving, though tending towards scheming against her husband's infidelity.
Lada: Slavic and beloved, springtime and watery.
Mokosh: Slavic too, a loving mother and wife, based more on earth and the home.
Venus: Roman, supporting appropriate intimacy and beauty.
For example, a priestess of Frigg could have some of the same magical side-effects, tests, and spells as Mokosh, and vice versa.
Seidkona / Volva
Known also as veleda, these wise women are greatly sought for their prophetic abilities
- Treat them as clerics, except that these Norse witch / seeresses fight as and have the armor and weapon restrictions of magic-users. Volva are seidkona of high level and respect. (Men who practice seidr are considered unmanly.)
- In return, they have a 9 in 12 chance of being able to cast any spells they know in lieu of other spells that they have prepared from their divinity's list of the same level that day. Though this ability makes them quite crafty, failing the roll means that spell cannot be substituted until prepared again. For example, if a seidkona had Detect Magic prepared, she could attempt to cast Cure Light Wounds in its stead that day, but could only do so once with that spell.
- Still, they are required to also roll for Seidr Magical Side-Effects when casting any of their spells (see below) in addition to those of their divinity. For example, a seidkona of Frigg would roll on both the table for her goddess and the one below whenever casting her spells.
Seidr Magical Side-Effects (d12)
The seidkona must also do one of the following.
1-2. Go into a trance, being unable to defend herself for 2d6 rounds.
3-4. Sing to the spirits; others singing too helps.
5-7. Drum, rattle.
8-9. Hold a distaff.
10. Sit on a raised platform.
11. Move on to a new place by the next day.
12. Reroll twice. There's a 10% chance of her also being possessed by her divinity, being controlled by the Referee and seeing future events for the next 1d20 rounds.
Next week: spells of Frigg and a Frigg encounter!
RPG srd Old School 1st ed D&D Frigga