Cleric Spells (Fenrir)
The
Great Wolf would rather his clerics bite and rip apart their prey, instilling
fear and destroying all they encounter. But if they must cast a spell, then
here they are- especially if such magic assists in biting off gods’ hands!
1st Level: Command, Cure Light Wounds (reversible), Detect Evil
(reverse), Light (reverse), Protection from evil (reverse), Remove Fear
(reverse), Pass without TraceD, Speak with AnimalsD
(wolves only)
2nd Level: Bless (reverse), Hold Person (requires growling at them
deeply), StumbleD, Detect Invisible* (via scent), Scare* (requires
howling)
3rd Level: Animal Growth (wolves and other predators only), Cure
Blindness (reversible), Cure Disease, Remove Curse (reversible), Striking (on bite
attacks only, +9 vs. hands!), Gust of Wind* (usable against pigs and those in
dwellings), Infravision* (also makes eyes look scary), Protection from Normal
Missiles*
4th Level: Cure Serious Wounds (reversible), Detect Lie, Summon Animal
ID (wolves only), Fear*, Polymorph Self* (only into grandmother
forms that still have big eyes and teeth)
5th Level: Commune (requires making a gruesome kill first), Cure
Critical Wounds (reversible), Dispel Evil (reverse), Summon Animal IID
(wolves only), Fearsome Wolf (as Faithful Hound*, but far more upsetting and vicious)
6th Level: Find Path (involves much sniffing), Summon Animal IIID
(wolves only), Dweomer of Rage* (no potion required), Globe of Invulnerability*
7th Level: Regenerate, Restoration, ConfusionD
Fenris
Cleric Foes
Though particularly vicious players might
certainly enjoy portraying clerics of Fenrir, they are far more likely to be
encountered as adversaries (that is Fenris clerics, not vicious players in this
case).
The following table provides stats
for such foes at various levels. With some minor modification, it could also be
used for other types of clerics too.
Fenris Clerics:
No. Enc.: 1; Align: C...
1st level: Mve:
40’*; AC 7*; HD 1*; Attk: 2*; Dmg*: 1d3 (bite attack) and/or 1d4 (dagger); SP: Cleric
spells, Turn, Fenris Curse (Save to not devour victims they have slain; gain a
Strength bonus and hit points after doing so), Wolf-Hunger* (10% chance); Sve: C1;
Mor: 6
3rd level (Shaman): Mve: 40’*; AC 6*; HD 3+2*;
Attk: 2*; Dmg*: 1d4 (bite attack) and/or 1d4+1 (dagger); SP: Shaman spells,
Become Ethereal 3 rounds/day, Fenris Curse, Wolf-Hunger* (30% chance); Sve: C3;
Mor: 8
Note: Shaman spells and abilities are
described in the Thrym entry in Volume II.
5th level: Mve:
40’*; AC 6*; HD 5+4*; Attk*: 2; Dmg*: 1d6 (bite attack) and/or 1d4+2 (dagger);
SP: Cleric spells, Turn, Fenris Curse, Wolf-Hunger* (50% chance); Sve: C5; Mor:
10
* The effects of certain
Divine Tests of Fenrir (Wolf-Hunger) can change his clerics permanently,
granting them various boons and penalties that would affect the stats so marked.
The cleric has a 10% chance per level of having experienced each of the
following and would then be subject to the specific boons and restrictions
thereof when encountered. See that section for specifics.
Roll for each:
1. An increased chance of hitting with their bite attack...
2. An improved AC & speed...
3. Larger size for greater Strength and Constitution...
4. Lycanthrope form...
In addition, beating
the percentage by 20% or more means that the cleric has experienced that Test
twice, thereby giving him double the bonus and penalty. For example, a 4th
level cleric of Fenrir has a 40% chance of experiencing each of the above. On a
d100 roll of 21-40, it’s shown that he’s experienced that Wolf-Hunger once. On
a roll of 01-20, it turns out that he’s actually experienced that Wolf-Hunger
twice!
Fenris clerics of
higher levels can even have a chance of having experienced various Wolf-Hungers
thrice or more (by beating the percentage by 40%, etc.), all depending on howl
far the Referee is willing to go.
Next week: Preview of my upcoming
module: Wyrd Ways of Walstock!